Titan TV Man, Injured (Jujutsu Kaisen Supplement)
Titan TV Man (Injured)[edit]
Gargantuan shikigami, unaligned Armor Class 20 (natural armor)
Saving Throws Str +12, Con +11 Cursed Energy. The Titan TV Man has 30 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 TV Man regains 2 cursed energy at the beginning of it's turns. Invisible Force. The Titan TV Man 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. Core. The Titan TV Man has an additional limb called the core, this uses the same stats as it's torso, if it is destroyed the Titan TV Man's hitpoints fall to 0. Colossal Physique. The Titan TV Man gains the following benefits.
Heavy Finisher. Once per round as part of hitting an melee attack, the Titan TV Man can spend up to 7 cursed energy to make it's target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back (140 + the amount of energy spent) ft. 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 Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. The Titan TV Man can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, the Titan TV Man can spend up to 8 cursed energy to force it's target to make a 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 the Titan TV Man's next turn. If they fail by 5 or more, they are also confused until the beginning of your next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. TV. The Titan TV Man is immune to any optical or audio attacks (flash bangs, sonic attacks, magic from eye contact/light, etc.) Brawn/Endurance. Whenever the Titan TV Man makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Protector's Stance. The Titan TV Man gains one additional reaction it can only use for it's Protector's Stance reaction. Magical Weapons. The Titan TV man's attacks are considered magical. ACTIONSMultiattack. The Titan TV Man makes three unarmed strikes or claw attacks. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 39 (5d12 + 7) bludgeoning damage. BONUS ACTIONSTeleport (1 Cursed Energy.) The Titan TV Man moves up to 100 ft. without provoking opportunity attacks. Hook. Ranged Weapon Attack +16 to hit, reach 50/100 ft., one target. Hit: 22 (5d8) bludgeoning damage. The target is pulled towards Titan TV Man by a distance of the Titan's choice. Protector's Stance (1-7 Cursed Energy.) For one minute duration, the Titan TV man gains a damage reduction equal to double the amount spent, and it's movement speed is halved. REACTIONSProtector's Stance. Whenever the Titan TV Man gets hit by a melee attack, whilst in it's Protector's Stance it can make a melee attack against the attacker. |
Feats. The Titan TV Man's feats are: |
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