Ice Wolf Shikigami (Jujutsu Kaisen Supplement)

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Winter Wolf[edit]

Gargantuan monstrosity (shikigami), unaligned


Armor Class 20 (natural armor)
Hit Points 391 (27d20 + 108)
Speed 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Str +14, Dex +10, Con +10, Cha +11
Skills Perception +8, Stealth +10, Survival +8
Damage Immunities cold
Senses passive Perception 18
Languages understands it's master's langueages, but can't speak.
Challenge 18 (20,000 XP)


Cursed Energy. The Winter Wolf has 55 cursed energy that 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 Winter Wolf regains 3 cursed energy at the beginning of it's turns.

Invisible Force. The Winter Wolf 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.

Keen Hearing and Smell. The Winter Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Winter Wolf has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Ice Nature. The Winter Wolf does not suffer from any conditions caused by snow, ice, cold or blizzards, such as illnesses, difficult terrain, exhaustion, or obstruced sight. It also has advantage on Dexterity (Stealth) checks made to hide in snowy terrain, and has a blindsight of 120 ft. as long as it is in this type of environment. The Ice Wolf may grant these benefits to it's master as long as they are within 30 ft. of each other.

Regeneration. The Winter Wolf regains 20 hit points at the beginning of it's turns as long as it still has cursed energy and at least 1 hit point.

Snow Storm. When the Winter Wolf is reduced to 200 hit points, a strong blizzard is formed around it in a 120 ft. radius, blocking any creatures inside it sight's to the point they can no longer see further than 30 ft. away. This blizzard counts as cold environment for the Winter Wolf's Ice Nature feature.

ACTIONS

Multiattack. The Ice Wolf makes one Bite and two Claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 31 (4d12+8) piercing damage and 10 (2d10) cold damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d12+8) slashing damage and 10 (2d10) cold damage.

Frost Ring (5 Cursed Energy). The Winter Wolf creates a thin layer of ice on the ground around it in a 30 ft. radius, which then erupts upwards to trap creatures. Every creature that the Ice Wolf chooses in the area must make a DC 18 Strength saving throw, suffering 28 (7d8) cold damage and being restrained on a failure, or only half as much damage on a success. The creature may repeat the saving throw at the end of it's turns, ending the condition on a success.

Frost Charge (7 Cursed Energy). The Winter Wolf doubles it's movement speed and runs in a straight line. Each creature that the Ice Wolf enters the space of during this dash must make a DC 18 Dexterity saving throw, receving 5 (1d8) bludgeoning damage and 5 (1d8) cold damage for every 10 ft. the Ice Wolf travelled before hitting them.

Cold Breath (15 Cursed Energy). The Winter Wolf exhales a blast of freezing wind in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 80 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Rain (10 Cursed Energy). The Winter Wolf howls in an echo, creating sharp ice fragments from the sky at various points. Each creature in a 60 ft. radius chosen by the Ice Wolf must succeed on a DC 18 Dexterity saving throw, taking 8 (2d8) piercing damage and 15 (5d6) cold damage on a failure or half as much on a success,

BONUS ACTIONS

Cold Wind (3 Cursed Energy). The Winter Wolf takes the Disengage or the Dodge Action. If it is in an environment as described in the Ice Nature feature, it does so without expending cursed energy.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Swift Movement. The Winter Wolf moves up to it's movement speed.

Claw. The Winter Wolf makes a Claw attack.

Frost Charge. The Winter Wolf uses it's Frost Charge.

OIG.png
The Winter Wolf Shikigami, standing above an artic valley watching the aurora borealis.

The Winter Wolf shikigami is a white, towering wolf, that appears to be made out of ice and snow. It is non-hostile towards humans, and it wanders cold places with the natural instinct to protect such environments.

Not Cannon. The Winter Wolf 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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