Fire Shikigami (Jujutsu Kaisen Supplement)
Fire Shikigami[edit]
Medium monstrosity (Shikigami), neutral Armor Class 21 (natural armor)
Saving Throws Dex +12, Cha +11 Cursed Energy. The shikigami has 50 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. 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. Flyby. The shikigami does not provoke opportunity attacks when flying away from a creature's reach. Fire Form. The shikigami can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the shikigami or hits it with a melee attack while within 5 ft. of it takes 10 (2d10) fire damage. In addition, the shikigami can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 10 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (2d10) fire damage at the start of each of its turns. Finally whenever the fire shikigami takes fire damage, it regains an equal amount of hit points instead. Illumination. The shikigami sheds bright light in a 30-foot radius and dim light in an additional 30 ft. Magical Weapons. The Shikigami's attacks are considered magical. 50 Meters In 3 Seconds! The Shikigami has 2 reactions per round. ACTIONSMultiattack. The shikigami makes two attacks. Punch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) fire damage. Fire Bolt. Ranged Cursed Energy Attack: +11 to hit, range 120 ft., one target. Hit: 17 (2d10 + 6) fire damage. If the target is a creature or a flammable object, it must make a DC 19 Constitution saving throw. On a failure they ignite as per the rules of Fire Form. Flame Blast (3 Cursed Energy). The shikigami spews flames in a 15 foot cone. Every creature in said cone must make a DC 19 Dexterity saving throw. On a failure they take 22 (4d10) fire damage. On a success they take half as much damage. If a creature or a flammable object fails the Dexterity saving throw, it ignites as per the rules of Fire Form. Fireball (6 Cursed Energy). A bright streak flashes from the Shikigami to a point it chooses within 60 feet and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw. On a failure they take 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. If a creature or a flammable object fails the Dexterity saving throw, it ignites as per the rules of Fire Form. Fire Wall (9 Cursed Energy). The shikigami can make a wall up to 60 feet long and 20 feet high within 120 feet of itself. When this wall appears, any creatures that overlap with it must make a DC 19 Dexterity saving throw. On a failure they take 22 (5d8) fire damage. On a success they take half damage. Any creatures that end their turn within 10 feet of the wall must also make this saving throw. If a creature or a flammable object fails the Dexterity saving throw, it ignites as per the rules of Fire Form. BONUS ACTIONSFlaming Agility (2 Cursed Energy). The shikigami takes the Dodge or Disengage action.
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Feats. Not Cannon. The Fire 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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