Fire Salamander Shikigami (Jujutsu Kaisen Supplement)

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Fire Salamander[edit]

small monstrosity (Shikigami), unaligned


Armor Class 12 (natural armor)
Hit Points 72 (12d6+36)
Speed 25ft


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 8 (-1) 8 (-1) 18 (+4)

Saving Throws Dex +6, Cha +8
Skills Arcana +3, Athletics +6, Sleight of Hand +6
Damage Resistances Cold, damge from Nonmagical Slashing, Piercing and Bludgeoning
Damage Immunities Fire
Condition Immunities Burned, Frozen
Senses passive Perception 9
Languages understands it's master's languages, but can't speak.
Challenge 12 (8,400 XP)


Invisible Force. The Shikigami is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Shikigami.

Red Fire When the shikigami makes a creature inside 20ft radius around itself take fire damage, it can then make that creature roll a Constitution save, and if they fail they will then become First Degree Burned. It can do this 4 times per long rest.

Cursed Energy. The Shikigami has 22 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Shikigami regains 1 cursed energy at the beginning of it's turns.

Magical Weapons. The Shikigami's attacks are considered magic.

Ever Changeing Scales The shikigami posses a rare function called evolving, when the shikigami rolles initiative then the cycle starts. For every 5 turns the shikigami will undergo a transformation. Upon the 5th turn on combat on its master turn, the shikigami will make a DC17 Charisma save, if it succeds then it will evolv to Fire Drake Shikigami. If it fails then every turn after the 5th i may re roll the save.

ACTIONS

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.

Tail Sweep Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) Bludgeoning damage.

Flame Bolt (5 Cursed Energy) The shikigami creates a firet bolt that it shoots out up to 25ft. The creature will make a Dexterity save, if they fail they will take 20 (3d8+8) Fire damage.

Fire Breath (12 Cursed Energy) The whole shikigamis body light up in a orange glow, and a beam of fire exits its mouth. A 65ft line of pure fire emergens everything that is within the line will make a DC17 Dexterity save, if they faill they will take 41 (6d10+8) fire damage. If the succeeds then they take half.

BONUS ACTIONS

Sun Spot (3 Cursed Energy) the shikigami throws up a yellow substance up to 15ft away that ignites the ground on fire. A 5ft radius circle gets created. Anything that enters or leaves the radius take 10 (3d4+4) fire damage. if they start their turn in it, the they will take 6 (1d4+4) fire damage. The substance will last 1 minute.

REACTIONS

Block When a creature will land a successful melee attack on the shikigami, it may then curl up and reduce any Blugdeoning or Slashing damage by 9, until the start of its next turn.

Not Canon. The 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 an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

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