Junpei Yoshino, Shinjuku Showdown (Jujutsu Kaisen Supplement)
Junpei Yoshino, Shinjuku Showdown[edit]
Medium humanoid (human), Armor Class 22 (Unarmored Defense)
Saving Throws Dex +12, Cha +14 Cursed Energy. Junpei has 107 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. Junpei regains 1 cursed energy at the beginning of each of his turns. Improved Reverse Cursed Technique. Junpei has a healing pool of 1540 that he can use with his reverse cursed energy. If he is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Junpei regrows back limbs for every 20 hit points he regains. Junpei can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 10 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest. Cursed Armor. Junpei can spend up to 7 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Junpei can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Junpei gains damage immunity to poison while cursed armor is active. Curse-Empowered Strikes. Junpei's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra poison damage (already included). Evasion/Endurance. When Junpei makes a Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on success. Negative Flow + Focused Rage. Whenever Junpei is under the effects of the conditions frightened, berserked, bloodlusted, is under half his maximum hit points, missing a limb or in an encounter that's total CR is higher than his; he will gain 3 temporary cursed energy at the start of his turn which cannot go above 26. While gaining this temporary cursed energy he can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 7. When the circumstances previously listed end he can no longer concentrate on this. (This can be concentrated on even while under the bloodlust or berserk conditions). Speed Supremacy. When Junpei reacts to the features of another creature, he doubles the amount of reactions he can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to him they must spend double as many reactions, making 1 reaction against him cost 2 reactions. When fighting another creature with this feature, reactions act as usual. Shikigami Battle Master. While Junpei is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If he or any of his shikigami attack that same target during this turn he will also gain advantage on those attacks as well. Toxic Touch. Whenever Junpei summons a shikigami he may choose to spend an additional amount of cursed energy equal to half the shikigami’s original cost to add their poison effect onto his cursed-empowered strikes. His cursed-empowered strikes gain the following effects for 17 rounds. They will deal an additional die of poison damage. Whenever he hits at least 3 poison-imbued attacks through cursed-empowered strikes in a row, the target must make a DC 22 Constitution saving throw, on a failure they suffer the effects of the shikigami’s poison stated in their stat block. He has advantage on attacks while within 5 ft of the shikigami he’s currently connected to. Gear Shift. At the beginning of a long rest Junpei may choose one his shikigami and turn them into one of the cursed tools described in the Cursed Tool Forms feature. Whenever he attempts to summon the chosen shikigami, its cost will be halved, and in its cursed tool form will appear in his hand or in the grasp of a creature within 30ft of him. The cursed tool will disappear during his next long rest. Whenever he selects a new shikigami cursed tool, the old choice will be returned to its normal state and cost. Cursed Tool Forms. Moon Joist Weapon, Spear, Legendary When attacking with the spear you can add your constitution modifier to your attack and damage rolls, and deal an additional 2d6(2d8 versatile) poison damage. Whenever you hit an enemy with this weapon, for every point above the target’s armor class you hit them by, the creature must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or have their movement speed reduced by 10 ft. per additional point above the target’s armor class until the end of their next turn. Aegeon Splitter Weapon, Handaxe, Legendary When attacking with the tomahawk you can add your constitution modifier to your attack and damage rolls, and deal an additional 2d6 poison damage. If you score a critical hit with this weapon, it will split into two hand axes with the same attributes as the original. After 4 rounds, the two axes will be fused back together into one hand ax, that deals twice the amount of damage as the original, and its throwing range tripled. Additionally, if a creature is hit by this upgraded ax, its armor class will be reduced by 2 for 1 round. Miranda Arc Weapon, Longbow, Legendary When attacking with the bow you can add your constitution modifier to your attack and damage rolls, and deal an additional 3d8 poison damage. The bow starts with 100 hundred arrows, whenever you hit a creature with one of these arrows they will stick inside of the creature, at the start of the creature’s turns they must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or take 2d4 poison damage per arrow currently inside them. The creature can use its action to remove a number of arrows equal to their strength modifier. If a creature were to roll a nat 1 on the saving throw, their strength score will be reduced by 1 until they have no more arrows inside of them. Titan's Tail Weapon, Maul, Legendary When attacking with the maul you can add your constitution modifier to your attack and damage rolls, and deal an additional 4d6 poison damage. Whenever you hit a creature with an attack, the target must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions), on failure you can take the attack action a second time, with all the attacks having advantage. If you roll a critical hit with this weapon, the target must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or take 8d8 poison damage and fall prone. Crust of Io Armor, Plate Armor, Legendary While wearing the armor, you gain immunity to poison damage and the poisoned condition. Additionally, your strength and constitution increases to 21 and your martial arts die tier increases by 3 tiers, but your speed is reduced to half its original amount. You may add your charisma modifier on top of the armor granted by this cursed tool. Mimas Coil Weapon, Whip Katana, Legendary When attacking with the katana you can add your constitution modifier to your attack and damage rolls, and deal an additional 2d8 poison damage. Whenever you hit a creature with the weapon, they must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or take 15d4 poison damage, if the target fails the save by 5 or more the creature will have one of it’s limbs reduced to 0 hit points. Cover of Calisto Armor, Shield, Legendary While you have the shield equipped, you gain a +4 to your armor class and whenever a creature hits the shield, they must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions), on failure their movement speed is reduced to 0 until the end of its next turn. Additionally, as an action you may fasten the shield into the ground causing it to be stuck, but while standing behind it you are under the effects of full cover. If the shield is stuck in the ground of a domain expansion, it creates the effects of a fully refined simple domain in a radius of 10ft. Dragon-Slayer Weapon, Greatsword, Legendary When attacking with the greatsword you can add your constitution modifier to your attack and damage rolls, and deal an additional 4d6 poison damage. (The following ability is exclusive to sorcerers) As a bonus action for all your cursed energy, you enter a bloodthirsty rage. You gain the following features:
These effects last for a number of rounds equal to your new constitution modifier. Unique Poison. Junpei is immune to poison from his own shikigami. Poison from Junpei's shikigami bypasses immunities and resistances (apart from his). ACTIONSMultiattack. Junpei can make three attacks. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6+5 bludgeoning damage + 1d12 poison damage. Excorcise. Junpei can automatically destroy a cursed spirit within 30 ft. of him that he can see that has a CR equal to or lower than 3. Moon Knight (10 cursed energy). While Moon Dregs is out, Junpei lets it enter inside of him and cover his whole body, creating an armor of sorts. While wearing this armor, he gains the following benefits: His Strength and Constitution scores will be switched with Moon Dregs' unless they're already higher. He gains its resistances and immunities. He gains its features. He gains its flying speed. He gains its current hit points as temporary hit points. This armor lasts for 1 minute or until the temporary hit points are over. As a bonus action, he can spend up to 7 cursed energy, making him regain temporary hit points equal to 5 times the result. Revealing Hand. While Junpei is within 40 ft. of a creature that can hear him, he can explain how his cursed technique works. After Junpei explains it, his cursed technique features will gain the following benefits when used against creatures who heard it:
Domain Expansion: Swamp of the Spiderlily (30 cursed energy). Junpei opens his domain expansion as an action. BONUS ACTIONSMoon Shikigami Summoning. Junpei has access to 7 shikigami and may summon them within 35 feet of him as a bonus action.
Junpei may only have one Moon Dregs and one Ganymede Dragon out at a time. Once Moon Dregs has been reduced to zero hitpoints seven times it cannot be summoned until Junpei takes a long or short rest. Sun Dregs. While Moon Dregs is summoned, Junpei can use a bonus action to make it completely alter, turning into a bright yellow version of itself called Sun Dregs, a much more support-focused version of it. While the shikigami is summoned, he can use a Bonus Action to freely switch between Moon Dregs and Sun Dregs. When Sun Dregs is summoned and he can use his Moon Knight feature, he will gain all features, resistances, immunities, flying speed, and temporary hit points from Sun Dregs instead. Anti-Venom. While Junpei is within 10ft of one of his shikigami. He may activate Anti-Venom, for 10 turns. While Anti-Venom is active, any poison damage that Junpei or a shikigami within 10ft of him deals, will be converted to health. Healing an amount of hit points equal to the damage dealt. These restored hit points will drain from his reverse technique pool. Other damage that he deals such as slashing or piercing, will be replaced by poison damage while this ability is active. Maximum Output. As a bonus action, Junpei can spend Cursed Energy equal to the original cost of one of his lapse, reversal, or extension techniques twice. The first time he pays this cost any reductions that apply to the technique are applied, the second time none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast: The technique's range and area of effect is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch-based techniques. The technique's damage dice is increased by half of its original dice or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die. The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form. The technique's DC is increased by 4. The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds. He cannot choose the same benefit twice. Improved Reverse Cursed Technique. Junpei spends any amount of Cursed Energy, regaining 20 hit points for each energy he spends, and removing the same amount of healing from his healing pool. Martial Arts. Whenever Junpei makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action, Junpei can make two unarmed strikes or two weapon attacks. Cursed Patient Defense (3 Cursed Energy). Junpei can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Junpei can take the dash or disengage action as a bonus action on his turn. REACTIONSImproved Reverse Cursed Technique. When Junpei recieves damage, he may use his Reverse Cursed Technique Domain Expansion: Swamp of the Spiderlily. In response to a domain opening Junpei opens his own to clash. LEGENDARY ACTIONSThe 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. Move. Junpei moves up to his movement speed. Improved Reverse Cursed Technique. Junpei uses his Improved Reverse Curse Technique. Moon Shikigami Summoning. Junpei uses Moon Shikigami Summoning and gives the summoned shikigami one order. Domain Expansion (3 actions). Junpei uses his Domain Expansion. |
Domain Expansion: Swamp of the SpiderlilyJunpei's domain appears as a large swamp filled with nightshade flowers and other poisonous plants as the predominant fauna with a giant spider lily growing from the center. While inside this domain a creature must make a DC 30 Constitution saving throw or take 85 (19d8) poison damage at the beginning of their turns, this poison damage will ignore resistance and immunities. While in this domain, Junpei is passively under the effects of the Anti-venom and Toxic Touch techniques, without the need of a shikigami. While using Toxic Touch inside his domain, Junpei creates his own poison to use with it. If a creature fails the save to resist the effects of Toxic Touch, they will suffer 1 point of exhaustion and gain vulnerability to poison damage, and every time they take poison damage directly from him, they will have to succeed the Toxic Touch saving throw or gain another point of exhaustion. As an action inside his domain, Junpei may spend 10 cursed energy to afflict a creature of his choice within the domain with a poison from one of his shikigami, he may choose which shikigami the poison effect will come from. A creature is affected by this poison until the domain ends. A creature can be afflicted by a number of different shikigami poisons at once equal to 12 minus their Constitution modifier. This counts as the sure hit of his domain.
Jujutsu's domain refinement points are 400. Domain Durability. His domain has 1100 hitpoints. Technique Efficiency. While inside his domain, Junpei may his their Lapse techniques for 0 Cursed Energy. Increased Potency. While inside his domain, Junpei's cursed techniques deal 7 additional damage dice, gain a +5 to their DC and a +5 bonus to hit. These have already been applied to the damage numbers and DCs in the domains description. Enhanced Technique Efficiency With Junpei's domain's enhanced potency, his imbued technique's potency is further enhanced. While within his domain, Junpei now reduces the cursed energy cost of his Extension techniques by 4 cursed energy, to a minimum of 1. Jujutsu Sorcerer. Junpei has 22 levels in the Jujutsu Sorcerer class.
Design Note: These features are applied to the stablock and their costs and damage dice have been changed accordingly Junpei knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
At the end of a short rest or long rest, Junpei may reallocate his enhancements.
Design Note: This feature is applied to the statblock One of Junpei's cursed techniques will gain all of the following benefits: Increased Damage Output. Its damage dice number will increase by 10. Increased Reach. Its range will increase by 30 feet. Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1). Cursed Techniques. When a feature refers to Junpei's cursed techniques, it refers to Moon Shikigami Summoning, Moon Knight, Gear Shift, Cursed Tool Forms, Anti-Venom, Sun-Dregs and Toxic Touch. Feats. 50 Meters In 3 Seconds!, Reinforced Immune System, Resilient, Resilient. Immense Cursed Energy, Overflowing Cursed Energy, Negative Flow, Focused Rage. Reverse Cursed Technique, Improved Reverse Cursed Technique. Improved Durability. This creature uses the Improved Durability rule. |
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Moon Dregs[edit]
Tiny-Gargantuan (Size can be chosen when summoned) monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Skills Perception +7 Invisible Force. Moon Dregs 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. Cursed Weapons. Moon Dregs' weapon attacks are magical. Debilitating Poison. Moon Dregs is an extremely poisonous shikigami, however, that's not the only thing that makes it special. Its poison grants several detriments to the target depending on its endurance. Whenever a creature fails Moon Dreg's poison saving throw, it will gain the following effects depending on the severity of the failure:
The target is affected by these effects for 1 minute, being able to repeat the Constitution saving throw at the beginning of its turns, ending the effects early on a success. Even if the target gets rid of the effects, it's still poisoned, and if it gets hit by Moon Dregs' Tentacles or stingers they must make a Constitution saving throw not to get poisoned again. Body Protection. Moon Dregs can use an action or reaction to swallow a willing creature inside its body, allowing the creature to remain inside of it. Creatures inside Moon Dregs are under the effects of full cover and can leave by spending half of their movement action. Every time Moon Dregs moves, the creature moves along as well. Overwhelming Strength. Moon Dregs can grapple a target it hits with its tentacle attack. Poison Stinger. A creature does its Constitution saving throw with disadvantage if it was caused by Moon Dregs' stinger. Stinger Throw. Moon Dregs can use its stingers as a ranged attack with a 20/60 ft. range. Swallow. While Moon Dregs is grappling a creature, it can choose to swallow it. While inside Moon Dregs, the creature is considered restrained. Said creature will be forced to make a Constitution saving throw at the beginning of its turn. On a failure, it takes 130 (29d8) poison damage and it's poisoned. On a success, it takes half as much damage and it's not poisoned. The creature can attack Moon Dregs from the inside with advantage, being spit out within 5ft of Moon Dregs if it deals 140 damage to Moon Dregs. Siege Monster. Moon Dregs deals twice as much damage to objects and structures. Legendary Resistance(3/day). If Moon Dregs fails a saving throw it can choose to succeed instead. ACTIONSMultiattack. Moon Dregs makes two of the same attack, or one attack with its tentacles and another with its Stinger. Tentacles. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 50 (7d12 + 7) bludgeoning damage. On a hit, the target must make a DC 22 Constitution saving throw or become poisoned. Stinger Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 50 (7d12 + 7) piercing damage + 34 (9d6 + 3) poison damage. On a hit, the target must make a DC 22 Constitution saving throw or become poisoned.
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Moon Dregs is a jellyfish shikigami that can be summoned. It has good defensive and offensive capability, with its deadly poison. |
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Sun Dregs[edit]
Tiny-Gargantuan (Size can be chosen when summoned) monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Saving Throws Cha +8 Invisible Force. Sun Dregs 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. Cursed Energy. Sun Dregs has 30 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. Cursed Energy Recovery. Sun Dregs regains 1 cursed energy at the beginning of it's turns. Cursed Weapons. Sun Dregs' weapon attacks are magical. Reverse Cursed Technique Pool. The Sun Dregs has a healing pool of 125 that it can use utilizing his Reverse Cursed Technique. It can heal this way until the pool ends, when the Sun Dregs enters burnout. It's reverse cursed technique pool replenishes at end of a long rest. Additionally, the Sun Dregs may try to force it's reverse cursed technique to come out despite being in burnout, forcing himself to make a DC 25 Constitution saving throw. On a success, it regains or heals half as much as he normally would. Benevolent Touch. Sun Dregs is an extremely supportive shikigami, making it extremely special. It's Reverse Cursed Technique grants several benefits to creatures depending on how much it is applied. Whenever Sun Dregs heals a creature with it's Reverse Cursed Technique, they will gain the following effects depending on how much Cursed Energy was spent:
Body Protection. Sun Dregs can use an action or reaction to swallow a willing creature inside its body, allowing the creature to remain inside of it. Creatures inside Sun Dregs are under the effects of full cover and can leave by spending half of their movement action, and they will receive double the amount of healing from Sun Dregs. Every time Sun Dregs moves, the creature moves along as well. Overwhelming Strength. Sun Dregs can grapple a target it hits with its tentacle attack. Siege Monster. Sun Dregs deals twice as much damage to objects and structures. Legendary Resistance(3/day). If Sun Dregs fails a saving throw it can choose to succeed instead. ACTIONSTentacles. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 50 (7d12 + 7) bludgeoning damage and 45 (7d12) radiant damage. Reverse Cursed Technique. Sun Dregs touches another creature with it's stingers, spending cursed energy to heal them with it's reverse cursed technique. The target regains 5 hit points per 1 cursed energy spent. Each hit point healed reduces the Sun Dregs' Reverse Cursed Technique pool accordingly. BONUS ACTIONSReverse Cursed Technique Sun Dregs uses the Reverse Cursed Technique, spending cursed energy to heal with itself. It regains 10 hit points per 1 cursed energy spent. Each hit point healed reduces Sun Dregs' Reverse Cursed Technique pool accordingly. REACTIONSReverse Cursed Technique In response to taking damage, Sun Dregs uses the Reverse Cursed Technique. |
Sun Dregs is a jellyfish shikigami with good supportive and healing capability, utilising it's Reverse Cursed Technique. |
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Aegaeon Shrew[edit]
Small monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Dex +10, Con +9 Invisible Force. Aegaeon Shrew 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. Cursed Weapons. Aegaeon Shrew's weapon attacks are magical. Shadow Burrow. Aegaeon Shrew can burrow burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig. Debilitating Poison. Whenever a creature fails Aegaeon Shrew's poison saving throw, it will gain the following effects on failure:
The target is affected by these effects for one minute, being able to repeat the constitution saving throw at the beginning of its turns, ending the effects early on a success. Even if the target gets rid of the effects it is still poisoned. ACTIONSScratch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 31 (5d10 + 4) piercing damage. Inbed. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 28 (7d6 + 4) bludgeoning damage + 40 (7d10 + 2) poison damage. While attached the Shrew doesn't attack. Instead at the start of each of the Shrew's turns, the target must make a DC 22 Constitution saving throw or take 41 (7d10+3) poison damage and become poisoned. If the target dies, the Shrew detaches.
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The Aegaeon Shrew is a poisonous shikimami which attacks by embedding itself into targets and injecting them with poison. |
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Miranda Centipede[edit]
Large monstrosity (shikigami), unaligned Armor Class 11 (natural armor)
Skills Athletics +11 Invisible Force. Miranda Centipede 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. Cursed Weapons. Miranda Centipede's weapon attacks are magical. Poisonous Barbs. At the start of each of it's turns, if the Centipede is grappling a creature, the target must make a DC 15 Constitution saving throw or take 38 (7d10) poison damage and have it's Strength score reduced by 1 until it escapes the grapple. Cursed Burrow. Miranda Centipede can burrow burrow into the ground without leaving behind any hole or passage as it swims through the ground itself to dig. ACTIONSGrasp. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 41 (5d12 + 9) piercing damage and the target must roll either an Acrobatics or Athletics check with DC 15. On a failure, the target is grappled. Until this grapple ends the target is restrained, and the Centipede cannot grapple another target. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 15, escaping on a success. Pierce. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (7d6 + 9) piercing damage + 61 (9d12 + 3) poison damage.
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The Miranda Centipede is a poisonous shikimami which attacks by constricting it's targets and sapping their strength. |
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Titan Platypus[edit]
Large monstrosity (shikigami), unaligned Armor Class 15 (natural armor)
Skills Athletics +12 Invisible Force. Titan Platypus 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. Cursed Weapons. Titan Platypus' weapon attacks are magical. Amphibious. Titan Platypus can breathe air and water. Charge. If Titan Platypus moves at least 25 ft. straight toward a target and then hits it with a Beak attack on the same turn, the target takes an extra 49 (11d8) bludgeoning damage. If the target is a creature it must succeed succeed on a DC 15 Strength saving throw or be knocked 20 ft. backwards and prone. Pack Tactics. Titan Platypus has advantage on an attack roll against a creature if at least one of it's allies is within 5ft. of the creature and the ally isn't incapacitated. Paralyzing Poison. Whenever a creature fails the Platypus' poison saving throw, it will gain the following effects:
The target is affected by these effects for 1 minute, being able to repeat the Constitution saving throw at the beginning of it's turns, ending the effects early on a success. Even if the target gets rid of the effects it is still poisoned, and if it gets hit by Platypus' Beak or Spur they must make a Constitution saving throw not to get poisoned again. ACTIONSMultiattack. Titan Platypus makes two spur attacks. Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 50 (7d10 + 10) bludgeoning damage + 43 (7d10 + 3) poison damage. Spur. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 55 (7d12 + 10) piercing damage. Additionally, on a hit the target must succeed a DC 16 Constitution saving throw or take 69 (19d6 + 3) poison damage and gain disadvantage on ability checks until the beginning of their next turn.
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The Titan Platypus is a poisonous shikigami which fights by using it's poison to immobilize it's opponents. |
Io Monster[edit]
Large monstrosity (shikigami), unaligned Armor Class 18 (natural armor)
Proficiency Bonus +3 Invisible Force. The Io Monster 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. Cursed Weapons. The Io Monster's weapon attacks are magical. Trampling Charge. If the Io Monster moves at least 25 ft. straight toward a target and then hits it with a Tail attack on the same turn, the target takes an extra 49 (19d10) bludgeoning damage. If the target is a creature it must succeed succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the Io Monster can make a Bite attack against it as a bonus action. Cursed Monster. The Io Monster deals double damage to shikigamis and objects created from cursed techniques. Envenoming Poison. The Io Monster is a severely poisonous shikigami, however, that is not the only thing that makes it special. It's poison grants several detriments to the target depending on their endurance. Whenever a creature fails the Io Monster's poison saving throw it will gain the following effect depending on the severity of the failure:
The target is affected by these effects for 1 minute, being able to repeat the Constitution saving throw at the beginning of it's turns, ending the effects early on a success. Even if the target gets rid of the effects it is still poisoned, and if it gets hit by the Io Monster's Bite or Tail they must make a Constitution saving throw not to get poisoned again. ACTIONSMultiattack. The Io Monster makes two bite attacks or one tail and one bite attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 35 (7d6 + 11) piercing damage, the target must make a DC 20 Constitution saving throw or take 131 (23d10 + 5) poison damage. Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 55 (8d10 + 11) bludgeoning damage, the target must succeed a DC 14 Strength saving throw or be knocked prone. Poison Breath (Recharge 4-6). The Io Monster exhales poison in a 30 ft. cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 132 (24d10) poison damage on a failed save, and half as much on a successful one.
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The Io Monster is an extremely deadly shikigami which fights by overwhelming its opponents with its lethal poison. |
Mimas Octopus[edit]
Huge monstrosity (shikigami), unaligned Armor Class 18 (natural armor)
Skills Athletics +19, Perception +7, Stealth +16 Invisible Force. Mimas Octopus 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. Cursed Energy. Mimas Octopus has 30 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished on a long rest. Cursed Energy Recovery. Mimas Octopus regains 2 cursed energy at the beginning of each of it's turns in combat. Cursed Weapons. Mimas Octopus' weapon attacks are magical. Ambusher. Mimas Octopus has advantage on attack rolls against any creature it has surprised. False Appearance. While Mimas Octopus remains motionless, it is indistinguishable from any mundane object. Nimble Escape. Mimas Octopus can take the Hide or Disengage action as a bonus action on each of it's turns. Regeneration. Mimas Octopus regains 25 (4d10) hitpoints at the beginning of each of it's turns as long as it has at least 1 hitpoint. Squeezy. Mimas Octopus can squeeze through any size gap large enough for a rat to fit through. Oozing Poison. While Mimas Octopus is grappling a creature, at the start of that creatures turns they must make a DC 18 Constitution saving throw or take 126 (23d10) poison damage and gain the poisoned condition. ACTIONSMultiattack. Mimas Octopus makes two tentacle attacks. Tentacles. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 84 (11d12 + 13) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends the target is restrained. Mimas Octopus can restrain up to 8 creatures at a time. Poisonous Cloud. As an action for 5 cursed energy, Mimas Octopus creates a 50 ft. radius cloud of poisonous gas around itself. The area is heavily obscured for 1 minute, when a creature starts it's turn within the poison cloud, the creature must make a Constitution saving throw, on failure the creature is blinded for 7 rounds. After releasing the gas, Mimas Octopus can take the Dash action as a bonus action.
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Mimas Octopus is a shikigami that is unique in both it's speciality in stealth and its ability to grapple and restrain several targets simulatenously. |
Calisto Catfish[edit]
Huge monstrosity (shikigami), unaligned Armor Class 13 (natural armor)
Saving Throws Str +12, Con +17 Invisible Force. Calisto Catfish 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. Protector. Calisto Catfish can use a bonus action or reaction to swallow a willing creature, allowing that creature to remain inside of it. Creatures inside of Calisto Catfish are under the effects of full cover and can leave by spending half their movement action. Every time Calisto Catfish moves, the creatures inside move along aswell. Creatures inside of Calisto Catfish cannot be targetted for attacks or saving throws. Calisto Catfish can have 4 medium sized creatures or 8 small sized creatures inside it at once. Calisto Catfish cannot use it's chomp attack while it has creatures inside of it. Cursed Swim. Calisto Catfish can swim in the ground without affecting the land as it swims through the ground itself. Slimy Skin. If a creature hits Calisto Catfish with a melee attack, the creature must make a DC 19 Constitution save or be effected by it's slowing poison feature. Slowing Poison. Whenever a creature fails a Constitution saving throw from any of Calisto Catfish's attacks or features, the creature will suffer the following effects:
The target is affected by these effects for 1 minute, if it's effected by one of Calisto Catfish's poison inducing attacks or features and fails the respective saving throw, the creature will suffer the effects an additional minute. ACTIONSChomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 97 (15d12 + 4) poison damage. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 94 (19d8 + 9) bludgeoning damage, the creature must make a DC 19 Constitution saving throw or take 157 (27d10 + 9) poison damage and suffer the effects of Calisto Catfish's slowing poison.
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Calisto Catfish is a shikigami focused on support, being able to protect creatures by swallowing them and backup other creatures by slowing down it's enemies whilst also packing a large amount of raw size and power. |
Ganymede Dragon[edit]
Huge monstrosity (shikigami), unaligned Armor Class 28 (natural armor)
Saving Throws Str +22, Con +23 Invisible Force. Ganymede Dragon 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. Cursed Weapons. Ganymede Dragon's weapon attacks are magical. Berserk. Whenever Ganymede dragon takes 90 or more damage in a single turn, roll a d20. On a roll of 1, Ganymede Dragon goes berserk. On each of it's turns while berserk, Ganymede Dragon attacks the creature with the most hitpoints it can see. If no creature is near enough to move to and attack, Ganymede dragon attacks an object, with preference for objects smaller than itself. Once Ganymede Dragon goes berserk it continues to do so until it is destroyed or regains all it's hitpoints. Tunneler. Ganymede Dragon can burrow through solid rock at half it's burrowing speed and leaves a 50 ft. diameter tunnel in its wake. Siege Monster. Ganymede Dragon deals double damage to objects and structures. Rampage. When Ganymede Dragon reduces a creature to 0 hitpoints with a melee attack on it's turn, it can take a bonus action to move up to half it's speed and make a Poison Claw attack. Poison Absorption. Whenever Ganymede Dragon is subjected to poison damage, it takes no damage and regains a number of hitpoints equal to the poison damage. Entity of Venom. Whenever a creature is hit by Ganymede Dragon, they must make a DC 20 Constitution saving throw or suffer the effects of Ganymede Dragon's Black Poison feature. Black Poison. Ganymede Dragon is Junpei's Strongest shikigami, however that is not the only thing that makes it special. It's poison grants several deadly effects to the target depending on their endurance. Whenever a creature fails Ganymede Dragon's poison saving throw, they will gain the following effects depending on the severity of the failure:
Corrode Metal. Any non-magical weapon made of metal that hits Ganymede Dragon corrodes due to it's poison. After dealing damage, the weapon takes a permanent and cumulative -1 to it's damage rolls. If it's penalty drops to -5 the weapon is destroyed after dealing damage. Ganymede Dragon can eat through 2 ft. thick, non-magical metal in one round. ACTIONSMultiattack. Ganymede Dragon makes 3 attacks. Poison Claw. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 113 (15d12 + 16) slashing damage and 92 (23d6 + 12) poison damage. Maul. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 139 (19d12 + 16) piercing damage and must make a DC 20 Strength saving throw or be knocked 60 ft. in a random direction and fall prone. Additionally the target must make a DC 22 Constitution save or take 133 (27d8 + 12) poison damage. Sting. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 101 (19d8 + 16) piercing damage and 144 (35d6 + 12) poison damage. Gulp. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 87 (11d12 + 16) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by Ganymede Dragon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of Ganymede Dragon, and it takes 103 (23d8) poison damage at the start of each of Ganymede Dragon's turns. If Ganymede Dragon takes 30 damage or more from a creature inside it on a single turn, the Dragon must succeed a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 ft. of Ganymede Dragon. If Ganymede Dragon dies, a swallowed creature is no longer restrained by it and can escape from it's corpse by using 20 ft. of movement speed, exiting prone.
LEGENDARY ACTIONSThe Ganymede Dragon 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 Ganymede Dragon regains spent legendary actions at the start of its turn. Psycho Cut. Ganymede Dragon makes a Maul and Poison Claw attack with advantage. Slam. Ganymede Dragon makes a grapple check against a creature within 5 ft. of it, if Ganymede Dragon wins the contest, the target will be slammed into the ground and take 126 (28d8) damage and become paralyzed for a number of minutes equal to the target's constitution modifier. |
Ganymede Dragon is Junpei's most powerful shikigami, with unmatched poison and raw power. However if it takes too much damage in a short period of time it can go berserk, attacking everything in sight and causing him to lose control of it. |