Lightbearer Knight (Jujutsu Kaisen Supplement)
Lightbearer Knight[edit]
Medium shikigami, unaligned Armor Class 21 (natural armor)
Saving Throws Con +10 Invisible Force. The Lightbearer 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. Ghost Companion (1/long rest.) As a free action the Lightbearer Knight can create a non combat form to support it called a Hive Ghost. If the Hive Ghost has used it's Return Feature, the Lightbearer Knight may use a free action to release it, making it reappear. The Hive Ghost form is automatically created/released upon the Lightbearer Knight's death. Super Meter. Every 100 damage the Lightbearer Knight deals to hostile creatures gives it 1 bar of Super Meter, up to a maximum of 4 bars. While it has 4 bars of Super Meter, the Lightbearer Knight will glow purple with Cursed Energy. Sentinel Shields. At the beginning of it’s turns whilst the Lightbearer Knight has 4 bars of Super Meter, it may choose to use them up in order to manifest two shields of cursed energy for 4 rounds. During this time it gains a damage reduction of 50, two extra attacks, +4 to it's AC and it gains access to it's Shield Bash and Shield Throw actions, but may only use them or the Multiattack Action. If this is used whilst Berserk Mode is active it will end the effects of Berserk Mode early. Damage dealt while this is active will not contribute to the Lightbearer Knight’s Super Meter. Berserk Mode. When the Lightbearer Knight's health drops below 1/4 of his maximum, it may enter Berserk Mode for 4 rounds. In Berserk Mode it gains 40 ft. of movement speed, one extra attack and has it's unarmed strike and melee weapon damage increased by 2 die tiers. The Lightbearer Knight cannot use ranged weapons while in Berserk Mode. If this is used whilst Sentinel Shields is active it will end the effects of Sentinel Shields early. Expert Guardian. The Lightbearer Knight gains one additional reaction it may only use for its Guardian reaction. If the Lightbearer Knight has Sentinel Shields active this is increased to two additional reactions. Not Going Down (1/long rest). When the Lightbearer Knight is reduced to 0 hit points, it may fall to 1 hit point instead. This does not work if it dies outright. Armament Weapons: The Lightbearer Knight's Enhanced Worm Boomer counts as a semi cursed tool. Magical Weapons.The Lightbearer Knight's attacks are considered magical. ACTIONSMultiattack. The Lightbearer Knight makes three Unarmed Strikes, Enhanced Worm Boomer, Shield Bash or Shield Throw attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Enhanced Worm Boomer. Ranged Weapon Attack: +10 to hit, range 30/50 ft. Hit: 38 (6d10 + 5) necrotic damage. Once per turn when making this attack, the Lightbearer Knight may force every creature within a 5 ft. radius circle of the attack to make a DC 18 Dexterity saving throw. On a failure they take damage equal to twice that of the original attack and are knocked prone. Towering Barricade (Recharge 6.) The Lightbearer Knight creates a barrier granting it Full Cover until the beginning of it's next turn. Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage + 27 (5d8 + 5) necrotic damage. This may only be used whilst Sentinel Shields is active. Shield Throw. Ranged Weapon Attack: +10 to hit, range 50/100 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage + 27 (5d8 + 5) necrotic damage. This may only be used whilst Sentinel Shields is active. This Action creates a copy of the shield which explodes upon hitting its target and throws that, the Lightbearer Knight does not lose either shield from using it. BONUS ACTIONSSuppressing Grenade (Recharge 5-6.) The Lightbearer Knight throws an orb of cursed energy at an area within 50 ft. of it which forces all creatures in a 5 ft. radius circle of that area to make a Dexterity saving throw against it's Cursed DC. On a failure they become unable to use any features which cost Cursed Energy until the beginning of the Lightbearer Knight's next turn. REACTIONSGuardian. As a reaction to an attack being made against or cone/line saving throw being forced upon it’s creator whilst they are within the Lightbearer Knight's movement speed, it moves to within 5 ft. of it’s creator and takes the attack/saving throw instead. The Lightbearer Knight may also use it’s Towering Barricade as part of this reaction. Towering Barricade As a reaction to an attack roll being made against him, the Lightbearer Knight uses it's Towering Barricade Action. |
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