Red Dragon Shikigami (Jujutsu Kaisen Supplement)

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Red Dragon[edit]

Gargantuan monstrosity (Shikigami), unaligned


Armor Class 28 (natural armor)
Hit Points 1340 (40d20 + 920)
Speed 60 ft., climb 60 ft., fly 360 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 18 (+4) 15 (+2) 26 (+8)

Saving Throws Str +18, Dex +8, Con +18, Cha +16
Skills Athletics +26, Intimidation +24, Perception +18, Stealth +8
Damage Immunities fire
Senses passive Blindsight 120 ft., Darkvision 240 ft. Perception 28
Languages understands it's master's languages but can't speak.
Challenge 25 (75,000 XP)


Cursed Energy. The Red Dragon has 123 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. The Red Dragon regains 1 cursed energy at the beginning of each of its turns.

Invisible Force. The Red Dragon is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Red Dragon. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Red Dragon.

Magical Weapons. The Red Dragon's attacks are considered magical.

Siege Monster. The Red Dragon deals double damage to objects and structures.

Cursed Hellfire. Whenever the Red Dragon deals fire damage, it ignores resistance and treats immunity as resistance.

Endurance Whenever the Red Dragon makes a Constitution saving throw, they take half as much damage on a failure and no damage on a success.

Unique Cursed Energy. The Red Dragon Shikigami's cursed energy naturally possesses a unique trait, making it both rare and powerful.

  • Cursed Energy Trait. When the Red Dragon Shikigami deals damage with a feature costing Cursed Energy, its damage type can be Fire or remain the same. Additionally, anytime it uses a feature with its damage type changed to its Cursed Energy Trait, it can bypass the resistance that a creature or target may have against that damage type but not any immunities it could possess.
  • Dynamic Striker. Whenever the Red Dragon Shikigami scores a critical hit with an attack roll that uses a feature affected by its Cursed Energy Trait or a creature rolls 1 on the d20 against a feature affected by its Cursed Energy Trait, the creature is afflicted with the 3rd Degree Burns condition that lasts for 1 minute. They can end the condition early by succeeding on a DC 25 Constitution saving throw at the beginning of their turn.

50 Meters In 3 Seconds! The Red Dragon has two reactions per round.

Strong Body. The Red Dragon reduces all non-magic damage it takes but psychic by 10. This also affects magical damage if he is using cursed armor.

Colossal Physique.

  • The Red Dragon will count as three sizes larger for the purposes of grappling, shoving, disarming and the weight it can carry, push, drag, or lift.
  • The Red Dragon can add +8 to all Strength checks and saving throws it makes.
  • Any attack roll the Red Dragon makes which uses Strength deals twice as much damage to objects and structures.
  • Once per turn as part of a successful melee attack, the Red Dragon can force the creature hit to make a DC 26 Strength saving throw. On a failure, they are knocked back 70ft. in a direction of its choosing. 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 Red Dragon's damage roll (rounded down). If its attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Red Dragon makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 10 times regaining all uses upon long rest.

Legendary Resistance (3/Day). If the Red Dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws. It may replace any of these attacks with a Fire Spit attack.

Bite. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 32 (4d10+10) piercing damage + 33 (8d6+5) fire damage.

Claws. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 24 (4d6+10) piercing damage + 33 (8d6+5) fire damage.

Tail. Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 28 (4d8+10) bludgeoning damage + 33 (8d6+5) fire damage.

Fire Spit. Ranged Cursed Energy Attack: +23 to hit, ranged 600 ft., one target. Hit: 52 (8d12) fire damage.

Frightful Presence. Each creature of the Red Dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Red Dragon’s Frightful Presence for the next 24 hours.

Fire Breath (13-60 cursed energy). The Red Dragon exhales fire in a 180-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 117 (26d8) fire damage on a failed save, or half as much damage on a successful one. For every curse energy spent the damage of this attack is increased by 2d8 fire damage up to a maximum of 60 cursed energy, for every 1 cursed energy spent the cone of this attack increases by 10 ft.

REACTIONS

Cursed Enhanced Body. Whenever the Red Dragon makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 8 cursed energy modifier to add the number of energy spent as a bonus to the saving throw.

Human Wall (10/long rest). Upon hitting 0 hit points, the Red Dragon can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

LEGENDARY ACTIONS

The Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Red Dragon regains spent legendary actions at the start of its turn.

Detect. The Red Dragon makes a Wisdom (Perception) check.

Tail Attack. The Red Dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The Red Dragon beats its wings. Each creature within 45 feet of the Red Dragon must succeed on a DC 25 Dexterity saving throw or take 36 (4d12 + 10) bludgeoning damage and be knocked prone. The Red Dragon can then fly up to half its flying speed.

image-2025-03-03-081825209.png
a Red Dragon Shikigami claiming its territory, [1]


Feats
Unique Cursed Energy.

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Human Wall.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy.

Cursed Enhanced Body

Not Cannon. The Red Dragon Shikigami is not an official shikigami demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

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