Rex (Jujutsu Kaisen Supplement)

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Rex[edit]

Medium construct (Cursed Corpse),


Armor Class 20 (Unarmored Defense)
Hit Points 151 (23d8 + 48)
Speed 55 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 12 (+1) 8 (-1) 20 (+5)

Saving Throws Dex +6, Cha +9
Skills Acrobatics +6, Animal Handling +3, Arcana +5, Athletics +9, Intimidation +9
Damage Immunities Poison
Condition Immunities Poisoned
Senses passive Perception 9
Languages common
Challenge 11 (7,200 XP)


Cursed Energy. Rex has 35 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Cursed Armor. Rex can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Rex can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required).

Evasion. When Rex makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on success.

Shikigami Battle Master. While Rex is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If Rex or any of his shikigami attack that same target during this turn they will also gain advantage on those attacks as well.

In addition, his Action cost to control his shikigami is reduced by 1 (Action>Bonus Action>Free Action)

Synergistic Summoning. When Rex summons his Shikigami, he can command them as part of the same Action. The Action will be a complex or a Simple one depending on the Action used (If summoned with an Action, he can give it a complex command and if summoned with a Bonus Action he can give it a simple command).

Shikigami Collector. Rex may command up to 5 shikigami at once.

Damage Reduction Upgrade. Rex will reduce all damage but psychic or thunder by 7, although cursed attacks or magic can bypass through it. (Unless he is under the effect of cursed armor).

Cores. Rex's body has 3 cores that are powering it. Each give different benefits, only one core may be used at a time.

T-Rex Core (Default Core).

  • His unarmed damage tier increases by 1
  • He may replace 1 attack in his attack action to deal a bite. On a hit, the bite deals 34 (3d12 + 15) piercing damage.
  • He can use the Tail Swipe bonus action.

Triceratops Core.

  • He gains a +2 bonus to his armor class.
  • He gains an additional 3 hit points per level.
  • He can use the Triceratops Charge action.

Ankylosaurus Core.

  • He gains a +4 bonus to his armor class
  • All damage he receives is reduced by 10.
  • He can use the Club Counter reaction.
  • When knocked prone, he is also rolled over. While rolled over he does not benefit from the +4 bonus to his armor class and every attack he is hit by is a critical.

ACTIONS

Multiattack. Rex can make three attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage + 6 (1d12) necrotic damage.

Shikigami Summon. Rex summons up to 5 of the following shikigami within 120 ft. of him.

  • Dimorphodon(1 Cursed Energy.)
  • Dilophsaurus (1 Cursed Energy.)
  • Parasaurolophus (1 Cursed Energy.)
  • Velociraptor (1 Cursed Energy.)
  • Dimetrodon (3 Cursed Energy.)
  • Ankylosaurus (4 Cursed Energy.)
  • Carnotaurus (5 Cursed Energy.)
  • Juvenile Tyrannosaurus Rex (5 Cursed Energy.)
  • Sarcosuchus (9 Cursed Energy.)

Triceratops Charge. Melee Weapon Attack: +8 to hit, reach 55 ft., one target. Hit: 31 (3d10 + 15) piercing, the target must make a DC 16 Strength saving throw or be knocked prone.

BONUS ACTIONS

Martial Arts. Whenever Rex makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing, the target must make a DC 16 Strength saving throw or be knocked 5 ft. away and prone.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, Rex can make two unarmed strikes or two weapon attacks.

Cursed Patient Defense (3 Cursed Energy). Rex can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Rex can take the dash or disengage action as a bonus action on his turn.

Shikigami Summon. Rex uses his Shikigami Summon action. This may also be done using a free action.

REACTIONS

Club Counter. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 31 (3d10 + 15) bludgeoning, the target must make a DC 16 Strength saving throw or be knocked prone. Used as a reaction to being hit by an attack.

Deflect Missiles. Reduces the damage of an incoming projectile attack by 14 (2d12 + 2).

robotic-dinosaur-rampage-modern-city_1123826-134.jpg
The cursed corpse, Rex.

Jujutsu Sorcerer.

Rex has 8 levels in the Jujutsu Sorcerer class.

Rex's Binding Vows.

Mesozoic Mayhem. Rex can only use dinosaur shikigami. In exchange all his dinosaur shikigami's summoning costs are reduced by 3 to a minimum of 1, all dinosaur attack DCs are raised by 1 and their damage die are increased by 2.

Feats. Rex has the following feats:

Shikigami Battle Master

Athlete History

Immense Cursed Energy, Overflowing Cursed Energy.

Shikigami Summon.x8

Improved Durability.

This creature uses the Improved Durability rule.

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Dimorphodon Shikigami[edit]

Tiny monstrosity (shikigami), unaligned


Armor Class 10 (natural armor)
Hit Points 22 (5d8)
Speed 10 ft., 40 ft. fly


STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 6 (-2) 6 (-2) 8 (-1) 10 (+0)

Damage Vulnerabilities bludgeoning, slashing, piercing
Senses passive Perception 10
Languages understands it's master's languages, but can't speak.
Challenge 1 (200 XP)


Cursed Energy. The Shikigami has 5 Cursed Energy that 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 Shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The Shikigami 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 the Shikigami.

Flyby. The Shikigami does not provoke opportunity attacks when flying out of a creature's reach.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (3d6+1) piercing damage.

Piercing Screech (2 Cursed Energy). The shikigami lets out an ear deafening screech forcing a single target of it's choosing within 30 ft to make a DC 11 Constitution saving throw, on success nothing happens on failure the targeted creature is deafened for 5 rounds.

BONUS ACTIONS

Nimble (3 Cursed Energy). The Shikigami takes the dodge action.


938420faf1d2733702f6c271347dfca7.jpg
A group of Dimorphodon Shikigami hunting aquatic curses. [[1]]

Pack Summon. This Shikigami summon consists of 3 Dimorphodon shikigami which for the purpose of controlling act as one summon, but each may be controlled independently.

This shikigami is a tiny pterosaur that focuses on hit and run swarm tactics.

Non-Canon The Dimorphodon 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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Dilophosaurus shikigami[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 12 (natural armor)
Hit Points 64 (10d8+19)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)

Senses darkvision 60 ft., passive Perception 16
Languages understands it's master's languages, but can't speak.
Challenge 2 (450 XP)


Cursed Energy. The Shikigami has 8 Cursed Energy that 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 Shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The Shikigami 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 the Shikigami.

Pack Tactics. The Shikigami has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 feet of the creature and the ally isn't incapacitated.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (3d8+2) slashing damage.

Blinding Spit. The shikigami can choose a single target up to 40ft away and force it to make a DC13 Dexterity saving throw or be blinded on failure and no effect on success. The effected creature may spend an action to remove the spit from eyes to end the condition.

Intimidating Frills. The shikigami flares its neck frills forcing all hostile creatures in a 20ft cone to make a DC13 Wisdom saving throw or be frightened for 5 rounds.

BONUS ACTIONS

Focused Action(1-3 Cursed energy). The shikigami can choose to increase the DC of one of its attacks by 1 per cursed energy spent until the end of its turn.


Non-Canon The Dilophosaurus 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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Parasaurolophus Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 12 (natural armor)
Hit Points 104 (15d8+36)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 6 (-2) 18 (+4) 14 (+2)

Saving Throws Wis +6
Skills Perception +6
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 18
Languages understands master's language can't speak
Challenge 3 (700 XP)


Cursed Energy. The shikigami has 10 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The Shikigami 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 the Shikigami.

Intuition. Whenever the shikigami makes a Wisdom saving throw, it takes half as much damage on a failure and no damage on a success.

Pack Tactics. When within 20ft range of another herbivorous shikigami both shikigami gain advantage on all attacks. This shikigami counts as herbivorous for this feature.

Passive Horn Detection. Out of combat the shikigami will intermittently send out low frequency sounds as a form of detection, all undetected enemies within 200ft must make a dc20 Stealth check or raise suspicion.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Tail Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6+1) bludgeoning damage.

Deafening Horn (5 Cursed Energy). If the Shikigami sees a hostile enemy within 60ft of it it will use its crest to emit an ear shattering sound in a 60ft cone. All creatures within this cone must make a dc21 Constitution save or be deafened for 1 minute and take 14 (4d6 + 1) force damage, if they fail this save by 7 or more they are stunned until the beginning of their turn. On success they are not deafened and take half damage

Alert. As an action the shikigami may roll a perception check against an enemy's cursed energy save dc to detect an enemy.

BONUS ACTIONS

Active Detection (3 Cursed Energy). If the shikigami has detected a hostile creature within it's passive detection radius it will now use this feature. The shikigami will emit a blast of low frequency sound in all directions up to a range of 200ft. All hostile creatures must make a dc21 stealth check or be discovered. If the shikigami runs out of cursed energy to use this feature it will assume it was a false alarm and return to passive detection. If the shikigami successfully detects an enemy it will raise the alarm by making a loud droning noise with its crest warning all allied members within a 50ft radius of the presence of an enemy and it will relay the location of the hostile enemy to it's master giving a 20ft radius of where the hostile enemy was last spotted.


image-2024-10-19-204737828.png
The Parasaurolophus shikigami on alert for danger https://252mya.com/products/parasaurolophus-stock-photo

Not Canon. The Parasaurolophus 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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Velociraptor Shikigami[edit]

Small monstrosity (shikigami), neutral


Armor Class 12 (natural armor)
Hit Points 40 (5d8 + 18)
Speed 100 ft., climb 50ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 6 (-2) 6 (-2) 10 (+0)

Saving Throws Dex +6
Skills Acrobatics +6
Senses passive Perception 8
Languages understands their master's languages but can't speak
Challenge 3 (700 XP)


Invisible Force. The Velociraptor Shikigami 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. The shikigami has 5 cursed energy that 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 shikigami regains 1 cursed energy at the beginning of it's turns.

Evasion. When the Shikigami is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pack Tactics. The shikigami has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Talon Grapple. The shikigami can grapple creatures using Acrobatics instead of Athletics. A creature grappled by the shikigami this way has it's movement reduced by 20 ft. instead of to 0. For every size above Medium the target creature is this effect is reduced by 5ft. If multiple velociraptor shikigami are grappling a creature like this, when the target creature tries to free itself from the grapple, it's Athletics roll affects all the grapples from velociraptor shikigami.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage and the target is grappled as per in it's Talon Grapple feature.

BONUS ACTIONS

Vital Strike. For 3 cursed energy the shikigami can increase it's critical strike range for it's talon strike feature to 18-20 for the current round.

REACTIONS

Hunter Reflexes. When the shikigami is targeted by a melee attack, the shikigami takes the Dodge action.

Raptor-after-300-1.png
Velociraptor Pack

Pack Features. Instead of summoning a normal velociraptor shikgami, Rex may spend 5 cursed energy to summon 5 of them at the same time, which are all controlled as part of the same action. They also gain access to Call of the Pack:

  • Call of the Pack. If the velociraptors sense victory draws near their numbers shall swell. Upon having dealt 50 damage collectively across an encounter and for 10 cursed energy a new velociraptor shikigami with 0 cursed energy is created within 15 ft. of one of the velociraptors. This new shikigami can regain cursed energy like normal. After being desummoned the Velociraptor Pack returns to 5 in number. The 10 cursed energy is drawn from the shikigamis' collective cursed energy pool. The maximum number of velociraptors allowed is 20. On creation of a new velociraptor shikigami the 50 damage threshold is reset and the pack must deal another 50 damage to use this feaature

Not Canon. The 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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Dimetrodon[edit]

Large monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 110 (10d12 +45)
Speed 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 12 (+1)

Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 6 (2,300 XP)


Invisible Force. The Shikigami 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 the Shikigami.

Cursed Energy. The shikigami has 15 cursed energy he can spend to fuel his abilities. All of the shikigami's cursed energy get replenished in a long rest.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (2d12 + 4) piercing damage.

Cursed Energy Recovery. As an action the Shikigami begins to channel heat energy through its sail and starts to convert this heat into cursed energy, the shikigami will regain 25 health and 4 cursed energy every turn it maintains concentration. If hit by an attack it must roll a DC 10+half the damage taken Constitution save or have its concentration ended early.

Energy Transfer. The shikigami transfers up to 3 of it's cursed energy to a creature it touches. If the creature does not have cursed energy of it's own or is at it's maximum, this feature does not work.

Solar Flare (1-15 cursed energy). As an action The shikigami releases all cursed energy it currently has at once causing a great ring of fire to be released from itself with a radius of 15ft +5ft/3ce. Any creature including the Shikigami owner must make a DC15 Constitution save or take Xd8 fire damage where X is the amount of cursed energy spent by the shikigami on failure or half as much on success.

REACTIONS

Heat sink (5 cursed energy). As a reaction to being targeted by a melee weapon attack the shikigami converts excess cursed energy back into heat forming red hot flames around its body, this lasts until the end of the hostile creature's turn. While active any melee attacks made by the hostile creature will force them to make a DC 15 Constitution saving throw or take 28 (8d6) fire damage on failure and half on success.

The Dimetrodon Shikigami is a support like spirit that sorcerers may use to help stay longer in combat.

Not Canon. The Dimetrodon 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.

Improved Durability. This creature uses the Improved Durability rule.

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Ankylosaurus Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 20 (natural armor)
Hit Points 495 (30d20+180)
Speed 15 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 26 (+8) 6 (-2) 6 (-2) 14 (+2)

Saving Throws Str +9, Con +11
Skills Athletics +9
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 8
Languages understands master's language can't speak
Challenge 7 (2,900 XP)


Cursed Energy. The shikigami has 25 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The Shikigami 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 the Shikigami.

Brawn/Endurance. Whenever the shikigami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Pack Tactics. When within 20ft range of another herbivorous shikigami both shikigami gain advantage on all attacks. This shikigami counts as herbivorous for this feature.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Tail Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (3d12 + 6) bludgeoning damage.

BONUS ACTIONS

Concussive club (5 Cursed Energy). As a bonus action before attacking the shikigami can choose to increase the range of rolls that inflict the confusion status effect to 18-20. If the attack lands the targeted creature gains the confused status condition until the beginning of it's next turn.

REACTIONS

Ankylosaurus's Protection. When the ankylosaur's master is within 5 ft. of it and is targeted by an attack, it rushes towards them and guards them, taking the hit for them. When using this reaction the shikigami's toughened exterior feature is also activated.

Toughened Exterior (3 Cursed Energy). The Ankylosaur in response to being the subject of an attack toughens its hide. As a result of this its ac increases by 5 and it gains advantage on endurance and strength checks and saving throws until the beginning of it's turn. However in this state it becomes immobile and so cannot move the following round. This feature may be used on consecutive rounds but the shikigami will remain immobile.

image-2024-10-19-150524987.jpg
The Ankylosaurus shikigami defending

Soft underbelly. On paper the ankylosaurus shikigami looks like a fierce adversary to fight against, however there is a chink in the armour. If a creature were to shove and succeed against the shikigami it is rolled over. In this rolled over state it's ac drops to 12, it loses access and all buffs from the toughened exterior feature and all attacks made on it are treated as critical and ignore resistances. The shikigami may use an action to flip itself back over on its turn unless grappled, in which case it must first escape the grapple before it may flip itself. If a player is fighting this shikigami then if they make a perception check the may give hints to the weakness depending on the roll, e.g. for a 16 roll you might say 'The armour seems to coat the shikigami from head to toe but seems to stop at the sides'. However for a hostile NPC they must roll a dc19 Perception check to discover this weakness.

Not Cannon The Ankylosaurus 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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Carnotaurus Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 210 (30d12+15)
Speed 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 6 (-2) 6 (-2) 18 (+4)

Saving Throws Dex +8
Skills Acrobatics +8
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 8
Languages understands master's language can't speak
Challenge 8 (3,900 XP)


Cursed Energy. The shikigami has 20 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The Shikigami 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 the Shikigami.

Evasion. Whenever the shikigami makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Battering Ram. When the shikigami hits a target with its Gore, it deals an additional 16 (3d10) damage for every 10 feet travelled up to a maximum of 130 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from the shikigami for every d10 of damage it took to a maximum of 130 feet.

Trampling Charge. If the shikigami moves at least 10 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the shikigami can make one attack with its Bite against it as a bonus action.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage.

BONUS ACTIONS

Explosive Charge (3 cursed Energy). As a bonus action the shikigami may increase its movement speed for the round by 50ft., this increases the damage bonus from the Battering Ram feature from 16 (3d10) to 19 (3d12).

REACTIONS

Charge Clash (5 cursed Energy). As a reaction to being targeted by a ranged attack or being within 5ft of its master the shikigami may choose to intercept the attack using it's battering ram and gore feature. The shikigami will intercept the attack at the halfway point between the caster and target, the damage of the gore is subtracted from the ranged attack accounting for the battering ram feature, if the damage of the charge is greater than ranged attack the shikigami will continue its charge hitting the caster dealing the remaining damage from the clash and subjecting the caster to the battering ram feature. If the damage of the ranged attack is greater than the shikigami's attack then the remaining damage is dealt to the Shikigami's head. The shikigami may use the Explosive charge feature as a free action for this reaction.

image-2024-10-27-161226035.png
The Carnotaurus Shikigami preparing to charge

Unstable. The Carnotaurus due to its top heavy build has trouble manoeuvring at high speeds, if the shikigami attempts to charge in a non-straight line it must make a Dexterity saving throw where the DC is 10 +(distance moved ft./15), if the shikigami succeeds nothings happens, if the shikigami fails it takes 2d12 bludgeoning damage and is prone.

Improved Durability. This creature uses the Improved Durability rule.

Not Cannon The Carnotaurus 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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Juvenile Tyrannosaurus Rex Shikigami[edit]

Large monstrosity (shikigami), unaligned


Armor Class 13 (natural armor)
Hit Points 238 (13d12 + 154)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +10, Con +8
Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 8 (3,900 XP)


Cursed Energy. The shikigami has 25 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The Shikigami 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 the Shikigami.

Brawn/Endurance. Whenever the shikigami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Strong Body. The shikigami will reduce all damage but psychic or thunder by 5, although cursed attacks or magic can bypass through it.

Human Wall. The shikigami has advantage on Constitution saving throws.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Multiattack. The Shikigami makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 46 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Shikigami can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (3d8+7) bludgeoning damage.

Roar (5 Cursed Energy). The shikigami emits a powerful roar that shakes it's surroundings. Every creature within 120 ft. of the shikigami that it chooses must make a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat this save at the end of it's turns to end the condition on itself. Creatures within 20 ft. of the shikigami must make a DC 17 Constitution saving throw, suffering 27 (4d8) thundering damage and be knocked prone on a failure or half as much damage on a success.

REACTIONS

Human Wall (5/long rest). Upon hitting 0 hit points, the shikigami can spend a hit die to fall to the amount rolled in hit points.

tyrannosaurus-rex.jpg
The Juvenile Tyrannosaurus Rex Shikigami chasing curse users. [[2]]

Feats.

Strong Body, Human Wall

Heavy Finisher (Works with the Tail attack)


Not Canon. The 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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Sarcosuchus Shikigami (WIP)[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 19 (natural armor)
Hit Points 260 (20d12+130)
Speed 25 ft., 40 ft. swim


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 9 (-1) 14 (+2) 18 (+4)

Saving Throws Str +10, Con +10
Skills Athletics +10, Perception +6, Stealth +7, Survival +6
Senses passive Perception 16
Languages understands master's language
Challenge 12 (8,400 XP)


Cursed Energy. The Sarchosuchus shikigami has 30 cursed energy that 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 Sarchosuchus shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Sarchosuchus shikigami, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Sarchosuchus shikigami.

Human Wall. The Sarchosuchus shikigami has advantage on all Constitution saving throws.

Magical Weapons. The Shikigami's attacks are considered magical

Colossal Physique. The Sarchosuchus shikigami can add it's proficiency bonus to all Strength checks even if it was already adding it before.

Brawn/Endurance. Whenever the Sarchosuchus shikigami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Cursed Strikes. Before making a Bite or Tail attack, the Sarchosuchus shikigami may spend up to 4 Cursed Energy, adding 13 (3d8) Necrotic damage to it's damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Sarchosuchus shikigami hits a target or 1 minute passes.

Cursed Armor. The Sarchosuchus shikigami can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Sarchosuchus shikigami can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Perfect Ambusher. While hidden from a creature, the Sarchosuchus shikigami has no penalties to aiming at their Legs and Arms.

Tail Sweep. Whenever the Sarchosuchus shikigami makes a Tail attack, it can spend 2 cursed energy to make so that the attack targets every creature within reach.

Impenetrable Scales. With no action required the Sarchosuchus Shikigami may spend 8 cursed energy to make itself resistant to bludgeoning, piercing and slashing damage until the beginning of it's next turn.

ACTIONS

Multiattack. The Sarchosuchus shikigami makes 3 attacks, two with it's Bite and one with it's Tail. It may substitute one of it's Bite attacks with a Death Roll on a creature it has grappled with it's Bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing and 16 (3d10) necrotic damage. On a hit the Sarchosuchus shikigami may also choose to have the target be grappled.

Death Roll. The Sarchosuchus shikigami makes a contested Athletics check against the contested Athletics or Acrobatics (target's choice) check of a creature it has grappled with it's Bite. On a success, the Sarchosuchus shikigami deals 41 (10d6 + 6) slashing and 41 (10d6 + 6) piercing damage to the target, and if the Bite attack that initially started the grapple was aimed at a limb, that limb is immediatly reduced to 0 hit points. This feature can also benefit from the Sarchosuchus shikigami's Cursed Strikes, applying on a success of the check, and persisting on a failure.

Tail. +10 to hit, reach 10f ft., one target. Hit: 38 (3d12 + 6) bludgeoning and 16 (3d10) necrotic damage. The target must make a DC 19 Strength saving throw or be knocked prone.

BONUS ACTIONS

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the Sarchosuchus shikigami can perform two Bite or Tail attacks as a bonus action. Bite attacks made this way can not be replace with a Death Roll.

Cursed Patient Defense (3 Cursed Energy). The Sarchosuchus shikigami can take the Dodge action on it's turn.

Cursed Wind Step (3 Cursed Energy). The Sarchosuchus shikigami takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn.

Ambush Prep. As a bonus action the Sarchosuchus Shikigami may attempt to hide by rolling a Stealth check against the nearest hostile creature's Perception check, if successful the shikigami becomes hidden and on failure it doesn't.

REACTIONS

Human Wall (6/long rest). Upon hitting 0 hit points, the Sarchosuchus shikigami can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

image-2024-10-30-224034219.png
The Sarchosuchus Shikigami





Cursed Technique

When a feature refers to the Sarchosuchus shikigami's cursed technique, it refers to Death Roll

Feats

Athlete History, Colossal Physique (Knockback feature works with the Tail attack), Strong Body, Human Wall,.

Heavy Finisher (Works with the Tail attack)

Immense Cursed Energy, Cursed Energy Concealer

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Sarchosuchus shikigami is not an official cursed spirit 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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