Vessel of Oryx (Jujutsu Kaisen Supplement)
Vessel of Oryx[edit]
Large shikigami, unaligned Armor Class 22 (natural armor)
Saving Throws Con +8 Cursed Energy. The Vessel of Oryx has 14 Cursed Energy 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 Vessel of Oryx recovers 1 Cursed Energy at the beginning of it's turns. Invisible Force. The Vessel of Oryx 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. Berserk Mode. When the Vessel of Oryx's health drops below 1/4 of it's maximum, it may enter Berserk Mode for 4 rounds. In Berserk Mode the Knight gains 30 ft. of movement speed, one extra attack and has it's unarmed strike and melee weapon damage increased by 5 die tiers. The Knight cannot use ranged weapons while in Berserk Mode. Regeneration. The Vessel of Oryx regains 13 (2d12) health at the beginning of it’s turns. This is doubled if it has just used a Cursed Energy Shield. Enhanced Armaments. Weapons from the Armament extension deal an additional 6 (2d4) necrotic damage when wielded by the Vessel of Oryx. The Vessel of Oryx begins with a Cursed Worm Boomer in addition to the weapon it gains from the Armament extension, it counts as the same grade of Cursed Tool as the weapons from the Armament extension. Life Bound. Whilst the Vessel of Oryx is alive and inside the Threshold domain, Oryx, the Taken King and his creator cannot fall below 1 hitpoint, neither of them can regain hitpoints or gain temporary hitpoins whilst this is active. There will be a visible link between the Vessel of Oryx and both of them showing this is active. Magical Weapons. The Vessel of Oryx's attacks are considered magical. ACTIONSMultiattack. The Vessel of Oryx makes three Unarmed Strikes or weapon attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Cursed Worm Boomer. Ranged Weapon Attack: +5 to hit, range 30/50 ft., one target. Hit: 10 (2d6 + 3) necrotic damage + 6 (2d4) necrotic damage. Once per turn when making this attack, the Vessel of Oryx may force every creature within 10 ft. of the attack to make a DC 15 Dexterity saving throw. On a failure they take twice the damage of the original attack and are knocked prone. On a success they take no damage and are not knocked prone. REACTIONSCursed Energy Shield (5 Cursed Energy.) As a reaction to an attack roll being made against it, the Vessel of Oryx creates a shield of Cursed Energy to block it, this shield adds +3 to it's AC and gives it a damage reduction of 40. The shield lasts until the beginning of it's next turn. |
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