Megumi Fushiguro, Shibuya Incident (Jujutsu Kaisen Supplement)
Fushiguro Megumi[edit]
Medium humanoid (human), lawful good Armor Class 21 (Unarmored Defense)
Saving Throws Dex +9, Con +10, Int +10 Cursed Energy. Megumi has 60 cursed energy which he can expend in his features. Every cursed energy used will be spent, with Megumi only regaining it after he takes a long rest. Cursed Energy Recovery. When in combat where his life is at risk, Megumi regains 1 Cursed Energy per turn, up to his maximum. Cursed Armor. For no action against being targeted by an attack or a damaging saving throw, Megumi can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Megumi can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Cursed Strikes. When Megumi makes an unarmed strike, he may spend up to 5 cursed energy, dealing an additional 1d8 necrotic damage per point spent. This may also be used as a response to Megumi hitting a Nat 20. This energy persists until Megumi hits a target or 1 minute passes. Evasion. Whenever Megumi makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success. Cursed-Empowered Strikes. Megumi's unarmed strikes are considered magical and he adds 1d12 necrotic damage to his unarmed strikes (already included). Cursed Energy Tracker.
Cursed Energy Concealer.
Negative Flow/Focused Rage. Whenever Megumi is under the effects of the conditions frightened, berserk, bloodlusted, are under half his maximum hit points, missing a limb lost in this encounter, or in an encounter that's total CR is higher than 15; he will gain 3 temporary cursed energy at the start of his turn which cannot go above 1/4th of his cursed energy maximum. Additionally, he can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 5. When the circumstances listed end, he can no longer concentrate on this feature. (This feature can be concentrated on even while under the bloodlust or berserk conditions) Stronger Shadows (1-7 Cursed Energy). When Megumi summons a tamed shikigami, he may spend up to 7 additional cursed energy, to apply stronger shadows counters to the shikigami, for every 1 cursed energy spent the shikigami will gain a Stronger Shadows counter. Stronger Shadows counters applied this way will last for 5 hours, and while applied to a shikigami, he cannot apply more Stronger Shadows counters to the shikigami in this way, unless he removes the Stronger Counters counters applied this way (no action required). No matter from which source, a shikigami can only possess a maximum of 20 stronger shadows counters at any time (4 already applied). For each stronger shadows counter applied, the shikigami will gain the following benefits:
Shikigami Maintenance. You must maintain concentration to keep your shikigami summoned. You must make the saving throw for each shikigami you have summoned. Shikigami stored within your shadow do not count as being summoned for the purposes of this feature. For a saving throw to be required, the attack must have successfully reduced your actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When you fail the concentration saving throw you can spend 1 cursed energy to succeed instead. Shadow Storage. Megumi may store objects in an extra-dimensional space within his shadow. He may physically place something into his shadow, costing no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items on his shadow still count against his carrying capacity. His shikigami count as objects for the purpose of this feature. Shadow Merge. As a free action or during a short or long rest, Megumi can connect to the shadow of a creature within 120ft of him. He can connect to the shadows of up to 5 creatures. Whenever he tries to connect to a new shadow after reaching the maximum, he will choose which shadow to lose his connection to. Shadow Summon (6 Cursed Energy). When Megumi spends cursed energy to summon his Shikigami, he can spend an extra 6 Cursed Energy to summon his Shikigami through the shadow of the creature he’s in the shadow of. When summoned this way, he can command his Shikigami to take one action it is capable of. If it is an attack roll, the one action has advantage. And if it forces a saving throw, the target has disadvantage. Shikigami Battle Master. While Megumi 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. 50 Meters In 3 Seconds! Megumi has two reactions per round. Strong Body. Megumi will reduce all damage he takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this unless Megumi has Cursed Armor active. Taijutsu Sorcery. Once per turn, Megumi can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1 Acrobatic fighter. Whenever Megumi makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike. If there are not any solid surfaces, he may use half his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Additionally once per turn, whenever Megumi falls onto a creature, he makes a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature. Cursed Weapon Wielder. Any weapon attacks Megumi makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if Megumi would score a natural 20 on the attack roll for the attack. Cursed Enhanced Body. As long as Megumi has 1 cursed energy or more, he may add 3 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied). ACTIONSMultiattack. Megumi makes three attacks. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and 6 (1d12) necrotic damage. Grade-2 Katana. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage and 19 (2d12+6) necrotic damage. Subjugation Ritual (1+ Cursed Energy). As a full round action (which is completed at the beginning of his next turn), Megumi may summon any of his untamed shikigami within 5 feet of himself. It will be under the GM's control, act on their own turn and be hostile to him. If he has battled against the untamed shikigami alone (does not include using his tamed ten shadows shikigami) and reduce it to 0 hit points, he will now be able to summon the shikigami under his control, as per his Ten Shadow Summoning Action. The distance which he can summon an untamed shikigami cannot be increased. Megumi can choose any creatures within 15 feet of him or the untamed shikigami to become part of the ritual until either they or the untamed shikigami are dead. If he is reduced to 0 hit points or are killed while any creature other than the untamed shikigami is within the trial, he will enter a state of stasis until the ritual is properly complete, when his death will be completed. If the ritual is interrupted before it is properly concluded, such as an outsider killing the untamed shikigami before all other creatures in the ritual have been killed, then he will instead begin rolling death saves when the ritual concludes, if applicable. Additionally, if he is reduced to 0 hit points, the untamed shikigami becomes hostile to all other creatures within the ritual.
This ability cannot be used to fuse Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. If the fused shikigami is destroyed, Megumi may resummon the original shikigami individually as long as the base shikigami was not destroyed. He may only have one fusion. Shikigami Alteration Feature
Domain Expansion: Chimera Shadow Garden (15 Cursed Energy). Megumi expands his incomplete domain. BONUS ACTIONSMartial Arts. When Megumi uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or a melee weapon attack as a bonus action. Cursed Blast of Blows (3 Cursed Energy). After Megumi uses the Attack action, he can perform two unarmed strikes as a bonus action. Cursed Patient Defense (3 Cursed Energy). Megumi can take the Dodge action as a bonus action on his turn. Cursed Wind Step (3 Cursed Energy). Megumi can take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn. Cursed Weapon Enhancement (1-5 Cursed Energy). Megumi can spend up to 5 cursed energy to add to a melee weapon or improvised weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra damage equal to twice the amount spend. He can only use this enhancement again after 1 minute has passed. Shikigami Summoning (1+ Cursed Energy). As a bonus action, Megumi may summon up one of his tamed shikigami anywhere within 30 feet of him. Any shikigami summoned as part of this technique last until they are reduced to 0 hit points, he dismisses them at will, or he takes a short or long rest. They regain all lost hit points at the end of a long rest. The costs to summon each tamed shikigami is the following:
Additionally, should any one of the tamed shikigami die, they can no longer be summoned ever again. Should this happen, they are now eligible for Totality. Totality. If one of Megumi’s tamed shikigami is killed, he can use a bonus action to grant one of his other tamed shikigami its Totality form. He can undo totality as a bonus action. He cannot use totality on a Shikigami that is already summoned. When Megumi makes a totality, the creature gains the strengths of the deceased shikigami. They will gain the following changes:
Megumi cannot make a Totality using Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. He only apply Stronger Shadows to the shikigami after they are in the totality form, so the calculations above are made using their stats without Stronger Shadows. Shadow Trapping (2 Cursed Energy). As a Bonus Action, Megumi may force a creature standing on darkness to make a DC 18 Dexterity (Acrobatics) check, they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside his domain then they automatically fail this check, unless they possess the ability to stand or run on liquids. On a success, they don't fall into his shadow storage. On a failure, they are trapped inside his shadow storage. Their weight counts against his carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Dexterity (Acrobatics) check, they can attempt a Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft. Shadow Merge Teleport (3-6 Cursed Energy). As a bonus action, Megumi may teleport behind a creature's shadow that he has used Shadow Merge on from up to 120 feet away. Also, if he have any of his shikigami summoned he can spend 3 additional cursed energy to make one of them be teleported alongside him. Shadow Merge Sink (3 Cursed Energy). As a bonus action, Megumi can sink into his or another creature whose shadow he’s connected to. While inside the shadow, he is considered invisible and under total cover until he takes any type of action, which makes him leave the shadow within 5 feet of the creature. He is also removed from the shadow if the creature is knocked unconscious. He can stay under a creature's shadow for up to 6 hours. In case Megumi utilizes this feature on a hostile creature, the creature makes a DC 18 Wisdom (Perception) check. On a success they know he is behind them, on a failure they will be surprised. If he was completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage. REACTIONSCursed Enhanced Body (1-5 Cursed Energy). Whenever Megumi makes a Strength, Dexterity, Constitution, Wisdom or Charisma saving throw, he may add the number of energy spent as a bonus to the saving throw. Shadow Ridge (1 Cursed Energy). Once per round, as a reaction against a melee attack roll, Megumi can force a creature within 10ft of him to make said attack with disadvantage as their legs fall into their own shadow momentarily. Rabbit Escape (3 Cursed Energy). Megumi may summon Rabbit Escape as a Reaction to an attack made against him and add 6 to his AC against that attack. If this causes the attack to miss, he reappears in any place within his movement speed range. This movement does not generate opportunity attacks. |
Jujutsu Sorcerer. Megumi has 15 levels in the Jujutsu Sorcerer class.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Megumi 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, Megumi may reallocate his enhancements.
Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc One of Megumi's cursed techniques will gain all of the following benefits: Increased Damage Output. Its damage dice number will increase by 5. Increased Reach. Its range will increase by 30 feet. Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1). Megumi may change his specialized technique at the end of a week. Cursed techniques. When a feature refers to Megumi's cursed techniques, it refers to Ten Shadows Command, Shikigami Maintenance, Shadow Storage, Ten Shadows Summon, Shadow Ridge and Shadow Trap. Domain Expansion: Chimera Shadow GardenMegumi's Incomplete Domain is a huge shadow barrier, filling his surroundings with overwhelming darkness. Due to it being an incomplete domain he must expand it in an enclosed area. The area counts as difficult terrain to all creatures of his choice, and Megumi is under the effects of freedom of movement as long as he is within the domain. Shadow Clones. As a bonus action while inside the domain, he can spend up to 5 cursed energy to create a number of clones of himself equal to the energy spent. The clones are identical to him, but don't keep his weapons or hit points, and cannot use cursed energy. They each have 5 hitpoints, and they become a shadow puddle once they're reduced to 0 hit points. Megumi may use his reaction to switch places with a clone when he would be hit, making the clone take the hit instead. Shikigami Clones. His domain allows him to summon copies of his shikigami to overwhelm his opponents. Whenever he summons a shikigami, he can spend additional cursed energy equal to the shikigami's cost (even if the shikigami costs 0 cursed energy, it will be treat its price as if he were outside his domain) to summon a perfect copy of said shikigami alongside it. You can spend cursed energy this way a number of times up to your Charisma modifier on the same turn. You cannot create copies of Mahoraga with this feature. In addition, his Shikigami won't cost him cursed energy.
Athletic History, 50 Meters In 3 Seconds!, Strong Body, Resilient. Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master. Immense Cursed Energy, Overflowing Cursed Energy, Advanced Energy Usage. Cursed Energy Manipulator (x2), Cursed Enhanced Body. Improved Durability. This creature uses the Improved Durability rule. Intellect Over Will This creature uses the Intellect Over Will rule. |
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Divine Dog Totality[edit]
Medium monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +9, Dex +7, Cha +4 Keen Hearing and Smell. The Divine dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Divine dog has advantage on an attack roll against a creature if at least one of the Divine dog's allies is within 5 feet of the creature and the ally isn't incapacitated. Invisible Force. The Divine Dog 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. Cursed Weapons. The Divine dog's weapon attacks are magical. ACTIONSMultiattack. The divine dog makes two bite attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) piercing damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
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The Divine Dogs are a pair of twin wolves. One is white and the other one is black. They both have three dots on their forehead of the opposite color that resemble the symbols of the Jewel of Turning Back on the Road and the Jewel of Plenty respectively. Improved Durability. This creature uses the Improved Durability rule. |
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Gama[edit]
Medium monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +6, Dex +7, Con +5 Invisible Force. The Gama 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. Amphibious. The gama can breathe air and water. Cursed Weapons. The Gama's weapon attacks are magical. Standing Leap. The gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Support Carry. When the gama has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in gama's mouth. While support carrying gama can only move. ACTIONSTongue. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 15. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and the gama can't make tongue attacks against different targets. 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. Tongue Slam. While the gama has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown. Swallow. The gama makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gama, and it takes 24 (7d6) acid damage at the start of each of the gama's turns. The gama can have only one target swallowed at a time. REACTIONSTongue Grab. When an ally within 30 feet of the Toad would make a saving throw or take damage, the Toad can reach out and grab the ally out of harms way, pulling them next to the Toad's space. Causing the attack to miss or all damage/effects to be avoided so long as the Toad is outside the area of effect. Projectile Intercept. When a ranged attack targets itself, an ally or the summoner within 60 feet, Gama can use its reaction to intercept the attack with its tongue. It makes a contested melee attack roll against the attack roll. If Gama's roll is higher, the Gama catches it with its tongue and can either drop it or hold onto it. This cannot be used against Cursed Energy attacks. The attack must be a projectile. |
The gama is a human-sized toad with marks around its eyes and a symbol on its stomach that resembles the Mirror of the Deep of the Ten Sacred Treasures. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of a toad. Improved Durability. This creature uses the Improved Durability rule. |
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Rabbit Escape[edit]
Gargantuan swarm of Tiny monstrosities (shikigami), unaligned Armor Class 13 (natural armor)
Skills Perception +2, Stealth +5 Invisible Force. Rabbit Escape 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. Defensive Summoning. While Rabbit Escape occupies the same space as its summoner it grants the summoner total cover. Swarm. Using all of Rabbit Escape's movement you may command them to swarm an area within 5 feet of rabbits. (Rabbits occupy 25ft). The rabbits can occupy another creature's space and vice versa, and they can move through any opening large enough for a Tiny rabbit. The rabbits can't regain hit points with the exception of the never ending feature, and they can’t gain temporary hit points. Neverending. When desummoned, the rabbit will immediately reset its hit points back to their maximum. Crowd Control Vulnerability. The Rabbit Escape has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm. Cursed Weapons. The Rabbit Escape's weapon attacks are magical. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (5d4+3) piercing damage. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (5d4+3) bludgeoning damage.
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Rabbit escape is a swarm of shadows used to help the summoner weave in and out of battle or simply to avoid large blows. They're a swarm of blank white rabbit shikigami bearing the Snake Repelling Scarf sigil. Improved Durability. This creature uses the Improved Durability rule. |
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Nue[edit]
Huge monstrosity (Shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +10, Dex +9, Con +9 Invisible Force. Nue 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. Cursed Energy. Nue has 15 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Nue's Cursed Energy can instead be replaced with double its summoner's level, + its charisma modifier, if that results in a greater pool. If its summoner has the Immense Cursed Energy or Natural Sorcerer feat, this pool can instead be calculated as double its summoner's level, + its charisma modifier times 2, + its summoner's proficiency bonus, if that results in a greater pool. Cursed Energy Recovery. Nue regains 1 cursed energy at the beginning of its turns in combat. Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight. Shadow Burrow. Nue can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig. Cursed Weapons. Nue's weapon attacks are magical. ACTIONSMultiattack. The Nue makes two attacks: one with its Wings and one with its Talon. It can also makes two bite attacks. It may replace one of these with a constrict attack. Wings. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. Nue can spend 5 Cursed Energy to add 55 (10d10) lightning damage to the roll, and also force the target to make a DC 17 Constitution saving throw, on a failure, they are knocked prone, and until the end of their next turn their movement becomes 0 and they have disadvantage on Strength and Dexterity saving throws. On a success they take half as much damage and do not receive any additional effects. Talon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 31 (7d6 + 7) piercing damage and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 38 (7d8 + 7) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 18. On a failure, the target is grappled. Until this grapple ends, the creature is restrained, and the Nue can't constrict another target. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 18, escaping on a success. Lightning Charge (3 Cursed Energy). Nue fires a bolt of lightning at a single target within 60ft. The target must make a DC 18 Dexterity saving throw. On a failure they take 44 (8d10) lightning damage, are knocked prone, and until the end of their next turn their movement becomes 0 and they have disadvantage on Strength and Dexterity saving throws. On a success they take half as much damage and do not receive any additional effects.
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Nue is a winged shikigami of the Ten Shadows Technique passed down through the Zenin Family. Nue is a bird-like creature with orange feathers and a white mask-like face. It has large wings, two sets of talons and human-like teeth. It has been merged with the Great Serpent into a totality of the two. Improved Durability. This creature uses the Improved Durability rule. |
Max Elephant[edit]
Huge monstrosity (shikigami), unaligned Armor Class 19 (natural armor)
Saving Throws Str +14, Con +10 Invisible Force. The Max Elephant 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. Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. Realistic Weight. When Max Elephant falls to the ground, if it falls on any creatures they must succeed on a DC 22 Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 29d8, and be knocked prone on a failure or half as much on a success. Cursed Weapons. The Max Elephant's weapon attacks are magical. ACTIONSMultiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack. Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 41 (7d8 + 10) piercing damage. Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 49 (7d10 + 10) bludgeoning damage. Trunk. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. The target must succeed on a DC 22 Strength saving throw or be pushed back 10 feet and be knocked prone. Water Spray. Ranged Weapon Attack: +14 to hit, range 20/40 ft., one target. Hit: 21 (6d6) bludgeoning damage. Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees. Improved Durability. This creature uses the Improved Durability rule. |
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