Ignis (5e Creature)

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Ignis[edit]

Large undead (Cursed Spirt), chaotic evil


Armor Class 19 (Unarmored Defense)
Hit Points 432 (36d10+216)
Speed 55 ft, fly 110 ft


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 10 (+0) 8 (-1) 22 (+6)

Saving Throws Dex +9, Cha +12
Skills Acrobatics +9, Intimidation +12, Persuasion +12, Religion +6
Damage Vulnerabilities radiant
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Fire
Senses passive Perception 9
Languages Common
Challenge 18 (20,000 XP)


Cursed Energy. Ignis has 112 cursed energy it can spend. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Strike. Ignis can spend up to 6 cursed energy when making an Unarmed Strike in order to add 1d12 Fire damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes.

Cursed Armor. Ignis can spend up to 6 cursed energy to give himself temporary hit points equal to the cursed energy spent times 20 for 1 minute. Ignis can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.(No action required)

Cursed Energy Recovery. While in combat, Ignis regains 3 Cursed Energy per turn, up to their maximum. The combat must be one where Ignis's life is at risk.

Hard to Kill. If Ignis Is reduced to 0 hit points, They can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright. This feature does not work if the damage that had reduced them to 0 hit points was radiant damage. You may use this feature once per long rest. You also have resistance to psychic damage as your body and mind are vastly different from the likes of humans, sorcerers or non-sorcerer included.

Evasion. Whenever Ignis makes a Dexterity saving throw, they take half as much damage on a failure and no damage on a success.

Not Going Down. Whenever ignis is reduced to 0 hit points, it may fall to 1 hit point instead, which it may do once per long rest.

Grudge. When Ignis does damage or makes an attack against a lawful good human, it will gain a +1 bonus to the attack or damage roll.

Vengeance. Ignis has a great sense of vengeance, and can't stand when someone wrongs it. When someone hits ignis, it can choose to make it's next attack against them with advantage. Ignis may use this feature 6 times per long rest.

Invisible Force. Ignis is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Ignis. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see Ignis.

Blazing Cursed Energy. Ignis's cursed energy Burns at a high temperature and flickers like flames. When activating Cursed Armor, Ignis gain resistance to Fire damage. Whenever Ignis is hit by a melee attack while under the effects of Cursed Armor, It deals 12 Fire Damage towards the attacking creature. When Ignis deals damage with the Cursed Strike or Cursed Weapon Enhancement, its damage type can be changed to Fire damage or remain the same. Any features that may change their damage type depending on your selected Cursed Technique can change to Fire damage or remain the same.

Twin's Blessing (Flames). When Ignis was human, They ate their twin inside the womb, Granting the following benefits: Ignis's Flames are always burning, allowing them to use Sharpen: Cleave without the 50 Hellfire Blasts or 50 Furnace prerequisite. Ignis's body has created an exhaust for the flames on their back, giving them majestic flame wings. Ignis has a flying speed that’s double It's walking speed. Due to having these wings of flame for most of their life, Ignis had advantage on acrobatics checks. Ignis has it's Dexterity and Constitution scores increase by 2 as well as gaining immunity to Fire Damage. Ignis has an additional bonus action on It's turn. Ignis can use this bonus action to either disengage or dash. Ignis can lower the cost of It's Innate Technique Features by 4. When using it's cursed technique, Ignis can choose to reduce its action cost by 1. (Ex. Full Round Action -> Action -> Bonus Action -> Free Action) If this would reduce the action cost of a reaction, Ignis gains 1 additional reaction only for using said reaction.

Cursed Attacks. Ignis's attacks are considered magical.

ACTIONS

Multi Attack. Ignis can make 3 Unarmed Strikes

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 6) bludgeoning damage + 7 (1d12) Fire damage

Hellfire Blast. When Ignis takes the attack action, They can spend up to 12 cursed energy to replace one of those attacks with a Blast of flame, making a cursed energy attack roll against a creature within 30ft of them. On a hit they take 1d10 fire damage for each cursed point spent and half as much on a miss. If they have evasion then they take half on hit and none on miss.

Infernal Beam. As part of using Hellfire blast, Ignis can improve the output of the blast by spending up to 12 additional cursed energy to force all creatures in a 30 times the amount spent foot long, 10 foot wide and 10 foot tall line starting from Ignis to make a Dexterity saving throw. On a failure, they take Hellfire blast’s damage or half as much on a success, ignoring features such as Evasion.

Furnace. As an action for up to 18 cursed energy, Ignis can create a arrow of blue and black flame and fire it, making a cursed energy attack roll against a target within 20 times the amount spent feet. On a hit, It deals 1d12 fire damage per energy spent. If they spend more than 10 cursed energy, the damage increases to 2d6, and ignis must now must choose a point within 20 times the amount spent feet, where all creatures in a 5 times the amount spent foot-radius 5 times the amount spent foot-high cylinder must make a Dexterity saving throw. On a failure, they take Furnace's damage, and half as much on a success. This technique ignores resistances and immunities, as well as features such as Evasion.

Furnace, Armageddon. As long as Ignis is under the effects of the chanting feat for your next cursed technique, as an action when It uses Furnace by spending Up to 12 Cursed Energy to multiply it's size by 5 per cursed energy spent, as it chants to strengthen the fire. Anything hit must make a dexterity save, taking full damage on a failed save, and On a success taking half. All target's hit take additional 2d12 Radiant damage per cursed energy spent. If this technique burns someone, they must make a Constitution saving throw (DC 20), losing 6 cursed energy on a failure.

If a target is reduced to 0 hit points by this technique, they are burned to nothing… Cursed energy and all.

Due to this technique's ability to feed on cursed energy, it passes through barriers such as infinity and Simple domain. This technique also ignores Evasion.

Sharpen: Cleave. As an action, or replacing an attack as part of the attack action if ignis target's a creature they are grappling, for up to 24 cursed energy, They make a melee cursed energy attack roll against a creature. On a hit, they take 2d10 slashing damage per cursed energy spent.

Innate Domain. As a action for 5 cursed energy, Ignis fills all the space their in with their innate domain for 1 minute. While inside, all creatures but Ignis have disadvantage on Wisdom (Perception) checks to locate themselves. As a bonus action while the Innate Domain is formed, Ignis can force All creatures inside the Innate Domain to make a DC 18 Constitution Saving Throw, inflicting a Level of Exhaustion on a Failure.

BONUS ACTIONS

Multi-Bonus Action. Ignis has 2 Bonus Actions, The second of Which can only be used to take the Dash or Disengage actions

Cursed Patient Defense. Ignis can spend 3 Cursed Energy to take the Dodge action as a bonus action on It's turn.

Cursed Blast of Blows. After Ignis uses the Attack action, it can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Wind Step. Ignis can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on it's turn, and it's jump distance is doubled until the end of it's turn.

Advanced Regeneration. Ignis can spend any amount of Cursed Energy, regaining hit points equal to 10 times the amount spent.

REACTIONS

Cursed Enhanced Body. Whenever Ignis makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to 6 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw.

Advanced Regeneration. As a Reaction to suffering damage, Ignis uses it's Advanced Regeneration.

Cursed Techniques.

When a feature refers to Ignis's cursed techniques, it refers to Hellfire Blasts, Infernal Beam, Furnace, Sharpen: Cleave, and Furnace Armageddon

Ignis's Feats. Unique Cursed Energy.

Strong Body, Regeneration, Advanced Regeneration

Black Flash, Cursed Martial Artist

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy

Cursed Enhanced Body, Improved Cursed Energy Output, Innate Domain, Cursed Energy Manipulator, Chanting, Cursed Energy Reinforcement

Improved Durability. This creature uses the Improved Durability rule.

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