Hallowed Knight (Jujutsu Kaisen Supplement)
Hallowed Knight[edit]
Large shikigami, unaligned Armor Class 18 (natural armor)
Saving Throws Con +7 Cursed Energy. The Hallowed Knight has 14 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 Knight recovers 1 Cursed Energy at the beginning of it's turns. Invisible Force. The Hallowed Knight 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. Berserk Mode. When the Hallowed Knight's health drops below 1/4 of it's maximum it may enter Berserk Mode for 4 rounds. In Berserk Mode the Knight gains 30 ft. of movement speed, one extra attack and has it's unarmed strike and melee weapon damage increased by 5 die tiers. The Knight cannot use ranged weapons while in Berserk Mode. Regeneration. The Hallowed Knight regains 11 (2d10) health at the beginning of it’s turns. This is doubled if it has just used a Cursed Energy Shield. Enhanced Armaments. Weapons from the Armament extension deal an additional 6 (2d4) necrotic damage when wielded by the Hallowed Knight. Magical Weapons. The Hallowed Knight's attacks are considered magical. ACTIONSMultiattack. The Hallowed Knight makes two Unarmed Strikes or weapon attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. REACTIONSCursed Energy Shield (3 Cursed Energy.) As a reaction to an attack roll being made against it, the Hallowed Knight creates a shield of Cursed Energy to block it, this shield adds +3 to it's AC and gives it a damage reduction of 40. The shield lasts until the beginning of it's next turn. |
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