Fire Shikigami (Jujutsu Kaisen Supplement)

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Fire Shikigami[edit]

Medium monstrosity (shikigami), neutral


Armor Class 22 (unarmored defense)
Hit Points 238 (28d8 + 112)
Speed 120 ft, 120 ft fly (hover)


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 18 (+4) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Dex +12, Con +9, Cha +10
Skills Acrobatics +12, Arcana +6, Athletics +8, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 17
Languages Understands it's master's language but can't speak
Challenge 14 (11,500 XP)


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.

Improved Cursed Energy Recovery. The shikigami regains 3 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.

Regeneration. The shikigami regenerates 20 hit points at the beginning of it's turns as long as it has at least 1 hit point left.

Flaming Burst Flight. The shikigami uses continuous flames and bursts of fire to fly and propel itself. If it chooses too, it can treat the air as a solid surface to collide against by creating fire bursts around it's body that act for that purpose.

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, he 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.

Fire Strikes. Before you make a Punch attack, the shikigmai may spend up to 5 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with it's Punch attack, or until a minute passes. On a hit, the shikigami deals additional fire damage equal to 1d8 per energy spent. It can also use this in response to rolling a natural 20 on an attack roll with a Punch attack, instead of beforehand. It can only use this enhancement again after it has ended.

Flying Flames. When making a Punch attack shikigami may spend 1 Cursed Energy to throw concentrated fire from his fists, increasing the reach of the attack to 30 ft.

ACTIONS

Multiattack. The shikigami makes three Punch attacks.

Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (2d10) fire damage at the start of each of it's turns.

Ignition (2 Cursed Energy). The shikigami targets a creature that it can see up to 30 ft. away and summons flames to burn it. The creature must make a DC 20 Constitution saving throw, suffering 30 (5d12) fire damage and catches fire as described in the Fire Form feature on a failure, or half as much damage doesn't catch fire on a success.

Fire Columns (6 Cursed Energy). The shikigami puts both of his hands on the ground and summons multiple columns of fire around him from the ground. Every creature in a 20 foot circle centered on the shikigami must make a DC 20 Dexterity saving throw, suffering 63 (14d8) fire damage and be knocked prone on a failure or half as much damage and not be knocked prone on a success.

Flame Wave (6 Cursed Energy). The shikigami waves a massive flame wall forwards. Every creature in a 40 foot cone must make a DC 20 Dexterity saving throw, suffering 67 (15d8) fire damage on a failure or half as much on a success.

Giant Fireball (15 Cursed Energy). The shikigami throws a ball of fire at a point up to 150 ft. away. Every creature in a 40 foot radius circle centered on that point must make a Dexterity saving throw, suffering 143 (22d12) fire damage on a failure or half as much on a success.

BONUS ACTIONS

Untraceable Speed. The shikigami takes the Dash action.

Cursed Agility (1 Cursed Energy). The shikigami takes the Dodge or Disengage actions.

REACTIONS

Flaming Parry (3 Cursed Energy). When the shikigami is targeted by a ranged or melee attack, it can explode a flame burst to deflect the attack, adding a +5 bonus to it's AC until the beginning of it's next turn.

Fire-Shikigami-imagem.jpg

Feats.

Improved Cursed Energy Output, 50 Meters in 3 Seconds!, Taijutsu Sorcery and Acrobatic Fighter, After Image Assault, Untraceable Speed

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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