Summoned Skull (Jujutsu Kaisen Supplement)
Summoned Skull[edit]
Large shikigami, unaligned Armor Class 19 (natural armor)
Saving Throws Con +7 Cursed Energy. The Summoned Skull 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 Summoned Skull regains 1 cursed energy at the beginning of it's turns. Invisible Force. The Summoned Skull 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. Heavy Finisher. Once per round as part of hitting a Claws attack, the Summoned Skull can spend up to 4 cursed energy or stamina points to make it's target make a DC 17 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown back 120 ft. + the amount of energy or points spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a DC 15 Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. It can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting a Claws against a prone creature, it can spend up to 6 Cursed Energy to force it's target to make a DC 17 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of it's next turn. If they fail by 5 or more, they are also confused until the beginning of it's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Brawn/Endurance. Whenever the Summoned Skull makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Durable. The Summoned Skull has advantage on Constitution saving throws. Magical Weapons. The Summoned Skull's attacks are considered magical. ACTIONSMultiattack. The Summoned Skull makes two Claws attacks. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) slashing damage.
|
Feats. The Summoned Skull's feats are: Heavy Finisher (Works with the Claws attack) |
Back to Main Page → 5e Homebrew → Creatures