Hallowed Acolyte (Jujutsu Kaisen Supplement)
Hallowed Acolyte[edit]
Medium shikigami, unaligned Armor Class 14 (natural armor)
Senses passive Perception 10
Cursed Energy. The Hallowed Acolyte has 5 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 Hallowed Acolyte recovers 1 Cursed Energy at the beginning of it's turns. Invisible Force. The Hallowed Acolyte 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 it. Enhanced Armament. Weapons from the Armament extension deal an additional 3 (1d4 + 1) necrotic damage when wielded by the Hallowed Acolyte. Magical Weapons. The Hallowed Acolyte's attacks are considered magical. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) bludgeoning damage. Burning Cursed Energy Orb (3 Cursed Energy.) The Hallowed Acolyte throws an orb of burning cursed energy at an area within 30 ft. of it, forcing all creatures in a 10 ft. radius circle to make a Dexterity saving throw against it's Cursed DC (13 without modifications). On a success they move out of the circle and take no damage. On a failure they take 27 (6d8) fire damage and receive First Degree burns if they fail by 5 or more. 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 the Acolytes next turn, any creature that enters the 10 ft. circle before then must also make the saving throw.
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