Mantis (Sins Of The Past)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: The page title for this page is confusing since there are mechanics on this page belonging in the jujutsu kaisen section of the wiki. There is no "Sins of the Past" setting. Rather than make another category, shouldn't this be with the other JJK supplements?


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate.

"Google" isn't a source; it shows web search results. "Pinterest" isn't a source; it's an aggregate of images copied or linked to from other websites.

If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

Mantis[edit]

medium monstersity (shikigami), unaligned


Armor Class 16
Hit Points 105 (14d10 + 14)
Speed 70ft


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 12 (+1) 7 (-2) 10 (+0) 14 (+2)

Saving Throws Str +10
Skills Investigation +1, Nature +1, Perception +3, Stealth es
Damage Resistances Nonmagical Bludgeoning, Slashing and Piercing
Condition Immunities frightened
Senses passive Perception 13
Languages Can't speak, but understands its master.
Challenge 7 (2,900 XP)


Cursed Energy. The shikigami has 16 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. While in combat, the shikigami regains 1 cursed energy at the beginning of each of its turns, up to its maximum. The combat must be one where the shikigami's life is at risk.

Invisible Force. The Mantis is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can see the curse. 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.

Magical Weapons The shikigamis attacks are magical.

Stealth Predator When the shikigami is out of line of sight, it then gains advantage on Stealth checks.

Leaper The shikigami may jump its movement speed.

50 Meters In 3 Seconds! The shikigami has two reactions per turn.

Colossal Physique.

  • The Mantis will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the Mantis makes which uses Strength deals twice as much damage to objects and structures.
  • The Mantis has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Mantis can force the creature hit to make a DC 18 Strength saving throw. On a failure, they are knocked back 70 feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the mantis makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 7 times, regaining all uses after taking a long rest.

Cursed Strikes. Before making a Slash attack, the shikigami may spend up to 3 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with the attack, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per energy spent. The shikigami can also use this in response to rolling a natural 20 on an attack roll with a stab attack. It can only use this enhancement again after it has ended.

ACTIONS

Multiattack. The Mantis makes three attacks: one with its Hook and two with its Slash.

Slash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 7) Slashing damage

Hook. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 7) Piercing damage

Cross Slash (4 Cursed Energy) The Mantis makes two slashes with its hands, all creatures with a 10ft cone infront of the shikigami makes a DC 18 Dexterity save, every creaure that failed takes 34 (5d8+14) Slashing damage, and must make a DC 18 Constitution save or gain the condition bleeding for half a minute.

BONUS ACTIONS

Sneak Attack (3 Cursed Energy) The shikigami blends in with the surroundings, making a Stealth check against the targets Investigation. If the shikigami gets a higher resolut then it will gain + 3d10 (same damage type as the original attack) on its next attack

Surprise Attack The Mantis leaps a number of feat, equal to the amount of feat it can jump and lands, every creature within a 5ft radius of where the Mantis lands makes a DC 18 Dexterity save, or takes 18 (3d12) Slashing damage. It may also choose to pick on target making a melee attack roll with + X where is was the number of feats the Mantis was away from the target divided by 10 (rounded down).


image-2025-04-04-150019412.png
The Mantis is a brute but stealthy hunter that focuses on cutting its target and then moving to the next, its sure power is nothing to scuff at


Feats. The shikigami has the following feats:

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!

Improved Durability. This creature uses the Improved Durability rule.

Ain't Real No shit - Noro

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures