Titan Speakerman (Jujutsu Kaisen Supplement)

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Titan Speakerman[edit]

Gargantuan shikigami, unaligned


Armor Class 20 (natural armor)
Hit Points 420 (40d10 + 200)
Speed 120 ft., 120 ft. flying.


STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 20 (+5) 12 (+1) 14 (+2) 23 (+6)

Saving Throws Dex +11, Con +9
Skills Acrobatics +15, Athletics +10, Perception +6
Damage Resistances non magical bludgeoning, piercing, slashing, fire and force damage
Damage Immunities poison damage
Condition Immunities poisoned
Senses passive Perception 12
Languages
Challenge 12 (8,400 XP)


Cursed Energy. The Titan Speakerman has 35 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Improved Cursed Energy Recovery. The Titan Speakerman regains 2 cursed energy at the beginning of it's turns.

Invisible Force. The Titan Speakerman 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. Titan Speakerman gains the following benefits:

  • On a failure, they are knocked back 60 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 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 your damage roll (rounded down). If your attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever it makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 6 times, regaining all uses after taking a long rest.
  • Once per turn as part of a successful melee attack, it can force the creature hit to make a Strength saving throw with DC 18.
  • 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.

Untraceable Speed. If an action or feature increases any of the Titan Speakerman's speeds, it is further increased by 35 ft.

50 Meters In 3 Seconds! The Titan Speakerman gains an additional reaction.

Core. The Titan Speakerman has an additional limb called the core, this uses the same stats as it's torso, if it is destroyed the Titan's hitpoints fall to 0.

Speaker. The Titan Speakerman has advantage on all rolls related to sound and is immune to any optical or audio attacks (flash bangs, sonic attacks, magic from eye contact/light, etc.) However the Titan Speakerman automatically fails any requiring any sense other than hearing.

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

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

Magical Weapons. The Titan Speakerman's attacks are considered magical.

ACTIONS

Multiattack. The Titan Speakerman makes three unarmed strikes or blaster attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 23 (4d10 + 6) bludgeoning damage.

Blaster (1 Cursed Energy.) Cursed Energy Attack: +10 to hit, range 150/300 ft., one target. Hit: 33 (5d10 + 6) necrotic damage.

BONUS ACTIONS

Knife. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 33 (6d8 + 6) piercing damage.

This requires the secondary ritual to be completed to use.

REACTIONS

Blaster. As a reaction to a ranged attack roll being made against it or it's master, the Titan Speakerman may intercept it with it's blaster. It rolls the damage for it's blaster attack and subtracts that damage from the enemies attack roll. If the attack rolls damage is reduced to 0 any remaining damage from the blaster is dealt to the attacker.

Untraceable Speed I. As a reaction to passing a saving throw or an attack roll being made against it, the Titan Speakerman may move up 50 ft. in a direction of it's choice. This movement cannot be used to exit domains. If this movement would cause it to leave the area targeted by an attack roll it's reacting to it may roll a Acrobatics check to attempt to fully dodge. It rolls against the attack roll, causing the attack to miss regardless of it's armor class if it's Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though it still moves as normal. This roll automatically fails if the attack was a critical hit, unless it's 10 or more above the attackers level/CR If it fails this roll by no more than 3 against an attack targeting one of it's limbs with the Limb System then though it can’t fully dodge it may change which limb is targeted. In the case of a saving throw it is unaffected by the saving throw if it moves out of the area of effect.

Untraceable Speed II. As a reaction to moving into the range of a creature or a creature entering it's range, the Titan Speakerman may make one melee attack as a reaction. It can only do this once per creature per round.

Untitled-design-13.jpg
A gargantuan shikigami based off a speaker. It has a massive blaster and greater agility than it's camera counterpart, at the cost of pure strength. [[1]]

Feats. The Titan Speakerman's feats are:

Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed

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