Ogre (Jujutsu Kaisen Supplement)

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Ogre[edit]

Huge shikigami, unaligned


Armor Class 20 (natural armor)
Hit Points 312 (25d12 + 150)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 22 (+6) 2 (-4) 4 (-3) 23 (+6)

Saving Throws Str +11, Con +10
Skills Athletics +11
Damage Resistances bludgeoning, piercing and slashing from non-magical attacks
Senses passive Perception 7
Languages
Challenge 11 (7,200 XP)


Cursed Energy. The Ogre has 25 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 Ogre recovers 1 Cursed Energy at the beginning of it's turns.

Invisible Force. The Ogre 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.

Colossal Physique. The Ogre gains the following benefits:

  • Once per turn as part of a successful melee attack, the Ogre can force the creature hit to make a DC 19 Strength saving throw. On a failure, they are knocked back 70 ft. in a direction of it's choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 3 (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 the Ogre's damage roll (rounded down). If the Ogre's attack was a critical hit, the creature automatically fails their saving throw and is knocked back twice the distance.
  • Whenever the Ogre makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this up to 7 times, regaining all uses after taking a long rest.
  • It counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight it can carry, push, drag, or lift.
  • Any attack roll it makes which uses Strength deals twice as much damage to objects and structures.

Large Eye. The Ogre only has one eye limb and the attack penalty to target it is lowered to -4. If the Ogre's eye limb is destroyed it loses it's Ogre's Gaze features.

Ogre's Gaze. The Ogre's Gaze attack action fires out a massive stream of cursed energy from its 'eye'. After using this attack it may choose to sustain this stream, changing the attack to a 10 ft. wide, 100 ft. long line. All creatures in that line must make a Constitution against it's Cursed DC. On a failure they take 25 (4d12 + 6) necrotic damage and on a success they take half as much. At the beginning of it's turns and in place of using the Ogre’s Gaze attack again, the Ogre may spend 2 Cursed Energy to keep the stream of cursed energy going and re-aim it. This allows it to remake the line in a direction of it's choice and force all creatures in this new line to remake the saving throw. Whilst doing this it must maintain concentration as if it were concentrating on a spell and it's movement speed is reduced to 20 ft.

Berserk Mode. When the Ogre's health drops below 1/4 of it's maximum, it may enter Berserk Mode for 3 rounds. In Berserk Mode the Ogre gains 30 ft. of movement speed, one extra attack and has it's unarmed strike damage increased by 4 die tiers. The Ogre cannot use Ogre's Gaze while in Berserk Mode.

Siege Monster. The Ogre deals twice as much damage to objects and structures.

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

ACTIONS

Multiattack. The Ogre makes three Unarmed Strikes or Ogre's Gaze attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (5d12 + 7) bludgeoning damage.

Ogre's Gaze (5 Cursed Energy). Cursed Energy Attack: +10 to hit, range 100 ft., one target. Hit: 25 (4d12 + 6) necrotic damage.

BONUS ACTIONS

Stomp. The Ogre stomps into the ground creating a powerful shockwave. All creatures within a 15 ft. circle of the Ogre must make Constitution saving throw against it's Cursed DC. On a failure they take 33 (5d12 + 7) force damage and are knocked prone. On a success they take half as much damage and are not knocked prone.


Infernal_Ogre_%28Cosmodrome%29.png
A form focused entirely on quality, possessing unparalleled brute force and cursed energy output. However it takes up an equally large amount of worms, making it impossible to manage multiple of them or create them in quick succession. [[1]]

Feats

Colossal Physique

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