Knight (Jujutsu Kaisen Supplement)

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Knight[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 101 (12d10 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Senses passive Perception 11
Languages
Challenge 5 (1,800 XP)


Cursed Energy. The Knight has 10 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 Knight recovers 1 Cursed Energy at the beginning of it's turns.

Invisible Force. The 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 Knight's health drops below 1/4 of it's maximum it may enter Berserk Mode for 3 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 4 die tiers. The Knight cannot use ranged weapons while in Berserk Mode.

Regeneration. The Knight regains 4 (1d8) health at the beginning of it’s turns. This is doubled if it has just used a Cursed Energy Shield.

Magical Weapons. The Knight's attacks are considered magical.

ACTIONS

Multiattack. The Knight makes two attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.

REACTIONS

Cursed Energy Shield (3 Cursed Energy.) As a reaction to an attack roll being made against it, the Knight creates a shield of Cursed Energy to block it, this shield adds +2 to it's AC and gives it a damage reduction of 30. The shield lasts until the beginning of it's next turn.

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