Enkaar, the Anointed (Jujutsu Kaisen Supplement)
Enkaar, the Anointed[edit]
Medium shikigami, unaligned Armor Class 18 (natural armor)
Senses passive Perception 11
Cursed Energy. Enkaar, the Anointed has 11 Cursed Energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. Enkaar, the Anointed recovers 2 Cursed Energy at the beginning of his turns. Invisible Force. Enkaar, the Anointed is entirely made out of cursed energy, meaning he cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see him. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him. Not Going Down (1/long rest). When Enkaar, the Anointed is reduced to 0 hit points, he may fall to 1 hit point instead. Magical Weapons. Enkaar, the Anointed's attacks are considered magical. ACTIONSMultiattack. Enkaar, the Anointed makes two Unarmed Strikes or Proto-Thorn attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 3) bludgeoning damage. Proto-Thorn. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target Hit: 34 (7d8 + 3) piercing damage. This counts as the same grade of cursed tool as the ones from the Armament extension. BONUS ACTIONSBurning Cursed Energy Orb (3 Cursed Energy.) Enkaar, the Anointed throws an orb of burning cursed energy at an area within 50 ft. of him, forcing all creatures in a 10 ft. radius circle to make a Dexterity saving throw against his Cursed DC (18 without modifications). On a success they move out of the circle and take no damage. On a failure they take 44 (10d8) fire damage and receive First Degree burns. They may choose to fail this save and if they do not have enough movement left to exit the circle they automatically fail. The fire from the orb remains until the beginning of Enkaar, the Anointed's next turn, any creature that enters the 10 ft. circle before then must also make the saving throw.
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