Vessel of Oryx (Jujutsu Kaisen Supplement)

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Vessel of Oryx[edit]

Medium shikigami, unaligned


Armor Class 22 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 20 (+5) 10 (+0) 14 (+2) 17 (+3)

Saving Throws Con +8
Skills Intimidation +6
Senses passive Perception 12
Languages
Challenge 8 (3,900 XP)


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 its maximum, it may enter Berserk Mode for 4 rounds. In Berserk Mode the Vessel of Oryx gains 30 ft. of movement speed, one extra attack and has its unarmed strike and melee weapon damage increased by 2 die tiers. The Vessel of Oryx cannot use ranged weapons while in Berserk Mode.

Regeneration. When the Vessel of Oryx uses it’s Cursed Energy Shield, it regenerates 15 (4d6) health.

Enhanced Armaments. Weapons from the Armament extension deal an additional 5 (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 a semi cursed tool.

Domain Bound. The Vessel of Oryx is bound to the Threshold domain. This means it may not exist outside of it, if the domain's time limit expires or it is destroyed, it disappears alongside the domain. This does not reset its health or cursed energy, which will carry over to the next use of the domain where it will reappear in the same location upon the domains creation.

Life Bound. Whilst the Vessel of Oryx is alive and inside the Threshold domain, Oryx, the Taken King cannot go above or below 1 hitpoint, gain temporary hitpoints or be killed outright (apart from being reduced to -max hp).

There will be a visible link between Oryx and the Vessel of Oryx showing this.

Magical Weapons. The Vessel of Oryx's attacks are considered magical.

ACTIONS

Multiattack. 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: +7 to hit, range 30/50 ft., one target. Hit: 14 (3d6 + 4) necrotic damage + 5 (2d4) necrotic damage.

Once per turn when making this attack, the Vessel of Oryx may force every creature within a 5 ft. radius circle of the attack to make a DC 15 Dexterity saving throw. On a failure they take damage equal to twice that of the original attack and are knocked prone.

REACTIONS

Cursed 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 35. The shield lasts until the beginning of it's next turn.

600px-Vessel_of_Oryx_%28D2%29_Info.png
A special version of the Knight form created by Oryx as a last resort to protect himself or his creator. [[1]]
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