Eternal Hunger Shikigami (Jujutsu Kaisen Supplement)

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Eternal hunger[edit]

large monstrosity (Shikigami), unaligned


Armor Class 18 (natural armor)
Hit Points 376 (25d12 + 213)
Speed 35 ft.


STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 18 (+4) 6 (-2) 8 (-1) 16 (+3)

Saving Throws Str +11, Con +8
Skills Athletics +11, Intimidation +7
Damage Vulnerabilities Radiant
Damage Resistances Slashing and Piercing damage from Nonmagical attacks, Bludgeoning
Condition Immunities paralysed, frightened
Senses passive Perception 9
Languages understands master's language
Challenge 12 (8,400 XP)


Cursed Energy. The Eternal Hunger Shikigami has 34 cursed energy that it can use to fuel its abilities. Its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Eternal Hunger Shikigami regains 1 cursed energy at the beginning of its turns.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Eternal Hunger Shikigami, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Eternal Hunger Shikigami.

Magical Weapons. The Shikigami's attacks are considered magical

Monstrosity Once per turn when the shikigami does an attack that does bludgeoning damage, it then may get advantage on the target, if the shikigami is a size larger. If the shikigami is 2 or more sizes larger it then gains +2 to the attack roll.

Colossal Physique. The Eternal Hunger Shikigami can add its proficiency bonus to all Strength checks even if it was already adding it before. When the shikigami lands a successful melee attack, it can force the target to make a DC 15 Strength saving throw. On a failure, the target is knocked back at a distance of 70ft. If they hit an object, structure, or creature, both take 1d6 bludgeoning damage for every 10 feet traveled. If the target is another creature, both take half its damage roll. On a critical hit, the target automatically fails and is knocked back twice the distance.

Brawn. Whenever the Eternal Hunger Shikigami makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success.

Cursed Strikes(1-3 Cursed Energy). Before making a Punch or Slam attack, the Eternal Hunger Shikigami may spend Cursed Energy, adding 1d8 Bludgeoning damage to its damage per Cursed Energy spent. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Eternal Hunger Shikigami hits a target or 1-minute passes.

Strong Body. The Shikigami reduces all non-magical damage except psychic or thunder by 4.

Power To Flesh Whenever Eternal Hunger would take Bludgeoning damage it will take half the damage and absorb the rest of it and then its body becomes a bit stronger. To see what the shikigami gain look at the Power To Flesh Sheet All the buffs will stack and the shikigami will gain the buffs for all the damage it took. (The Damage Taken is milestone, which it will need to take for the buff to be gained)

Power to Flesh Sheet
Damage Taken Force Output
30 The shikigami stores up energy and gains advantage on the next melee attack
50 The Shikigami stores up more energy the next melee will do +1 damage dice
70 The Shikigami stores very much energy, it will gain one damage dice tier on all damage on the next melee attack it makes.
90 The Shikigami stores up as much energy it can. The next melee attack will make the creature hit need to make a DC19 Strength saving throw not to be prone until the end of the shikigami's next turn.

Unique Cursed Energy The Eternal Hunger Shikigami's cursed energy is a bit different, it has been molded by the harm and strain in its body, and has become strangely physical. The shikigami's curse energy is Bludgeoning damage, When it deals damage with the Cursed Strike, its damage type can be Bludgeoning damage.

ACTIONS

Multi Attack The shikigami makes two Punches, it may switch up to one of the Punches for a Slam, Jab, Claw, or Hold.

Punch Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 7) Bludgeoning damage, the hit creature makes a DC15 Strength saving throw not to be pushed 25ft away.

Jab Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 14) Piercing damage, the target then makes a DC15 Dexterity saving throw if they fail they gain the condition bleeding for 2 turns.

Claw Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) Slashing damage.

Slam Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 31 (6d8 + 7) Bludgeoning damage the hit creature will then make a DC15 Strength saving throw not to be prone.

Hold The Shikigami grabs a creature that is within 15ft of the shikigami, the creature then makes a DC 15 Strength saving throw not to be incapacitated, on the start of each of the creatures turns it may roll the saving throw again.

Mach Punch(3-12 Cursed Energy) The shikigami charges up an flurry of attacks. for every 3 cursed energy, it makes 1 Punch. After it uses Mach Punch it then makes a DC15 Constitution saving throw if it fails it becomes prone until next turn.

Shiranui-Gata Eternal Hunger enters the stance. Once it has entered the stance it can make a reaction against an enemy within range who attempts to hit the shikigami with a melee attack roll. When they attack it, the shikigami will only take half damage if they hit you and it may attempt to grapple them with advantage. The stance ends when it grapples the creature.

BONUS ACTIONS

Throw It can throw a creature inside a 10ft range of the shikigami that is restrait, incapacitated, prone or grappeled up to 35ft away, also dealing 5 (1d8) Bludgeoning damage.

REACTIONS

Block When a creature makes a successful attack roll against the shikigami, the shikigami can then use Block to gain +3 AC, but it reduces its walking speed by 25ft until the creature's next turn.

Neck Grip When a creature leaves a 10ft radius around Eternal Hunger not using movement speed, it needs to make a Dexterity check against Eternal Hungers Strength check. if it fails it is then pulled 5ft towards Eternal Hunger, and the remaining distance that the creature would have moved then becomes 0. It then takes 21 (4d6+7) Bludgeoning damage.

This Skikgami is a monster like no other, able to eat hits and turn them into power. It is harder than other shikigamis to use, but under the right conditions, it can be very useful. As a Shikigami this fall between a tanker for the user and a damage dealer

Not Cannon The Eternal Hunger Shikigami is not an official shikigami demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.


Feats This is the Eternal Hunger Shikigami's feats

Unique Cursed Energy(Bludgeoning)

Athlete History, Colossal Physique, Strong Body, Resilient

Shiranui-Gata

Improved Durability' the shikigami uses the Improved Durability rule.

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