Shishigami (5e Creature)

From D&D Wiki

Jump to: navigation, search

Shishigami[edit]

Large celestial, neutral good


Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 50 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 16 (+3)

Proficiency Bonus +3
Damage Immunities poison, radiant
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common, Sylvan, telepathy 60 ft.
Challenge 7 (2,900 XP)


Charge. If the shishigami moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The shishigami's innate spellcasting ability is Charisma (spell save DC 15). The shishigami can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, entangle, pass without trace
3/day each: calm emotions, dispel evil and good, raise dead
1/day: heal

Magic Resistance. The shishigami has advantage on saving throws against spells and other magical effects.

Magic Weapons. The shishigami's weapon attacks are magical.

ACTIONS

Multiattack. The shishigami makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (5/Day). The shishigami touches another creature with its horn. The target magically regains 15 (2d10 + 4) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. This touch can also stabilize a dying creature.


LEGENDARY ACTIONS

The shishigami 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 shishigami regains spent legendary actions at the start of its turn.

Hooves. The shishigami makes one attack with its hooves.
Rejuvenating Shield (Costs 2 Actions). The shishigami creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the shishigami's next turn and regains 6 (1d4 + 4) hit points.
Heal Self (Costs 3 Actions). The shishigami magically regains 15 (2d10 + 4) hit points.

Shishigami are strange kami that resemble great stags and or kirins, they are said to be distantly related to unicorns. They have a powerful and elegant body somewhat like a moose, with a great mane of fur that comes from their necks, they also have a large crown of antlers on their head which shines a brilliant white. They can easily heal allied forest creatures as well fly across the night sky. Generally mujina and kitsune are known to both protect and keep shishigami secret from the outside world, for even in death their horns and head can fetch an incredible price for their healing properties, as they can be crushed into a powder used to create potions of supreme healing or used as is by a cleric to cast a mass cure wounds spell once a day. The horns will be gladly shed if someone simply asks the shishigami but since they are so mysterious and rarely talk this is largely unknown by the masses and only kitsune know of this secret.

A Shishigami's Lair

A shishigami's lair is generally the deep forest heart or a great grove of bamboo but shallow lakes filled with lotus flowers and frogs are also common, especially surrounded by ancient trees of colossal size. Some shishigami enjoy living inside massive trees almost like an owl finding some long burned out hole inside the roots or trunk to rest in.

Regional Effects

Transformed by the creature's celestial presence, the domain of a shishigami might include any of the following magical effects:

  • When open flames are lit a very humid mist might settle in which will extinguish the fire with light rain.
  • Creatures native to the shishigami's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the shishigami dies, these effects end immediately.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: