White Death Shikigami (Jujutsu Kaisen Supplement)

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White Death Shikigami[edit]

Gargantuan monstrosity (shikigami), unaglined


Armor Class 22 (natural armor)
Hit Points 1109 (46d20+602 f)
Speed 50ft Walking, 120ft Flying


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 24 (+7) 8 (-1) 16 (+3) 30 (+10)

Saving Throws Dex +11, Cha +17
Skills Athletics +10, Insight +10, Intimidation +24, Perception +17
Damage Resistances Psychic, Radiant, Blugdeoning, Piercing, Slashing
Damage Immunities Posion, Thunder
Condition Immunities poisoned, charmed, frightened, restrained, blinded
Senses Blindsight 120ft passive Perception 24
Languages
Challenge 23 (50,000 XP)


Cursed Energy. Thew White Death Shikigamihas 118 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The White Death Shikigami regains 5 cursed energy at the beginning of it's turns.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the White Death Shikigami, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Grave Titan Shikigami.

Magical Weapons. The White Death Shikigami's attacks are considered magical

Monstrosity Once per turn when the shikigami does an attack that does Slashing damage, it then may get advange on the target, if the shikigami is a size larger. If the shikigami is 2 or more sizes larger it then gain +2 to the attack. roll.

Colossal Physique. The White Death can add it's proficiency bonus to all Strength checks even if it was already adding it before. When the shikigami lands a successful melee attack, it can force the target to make a DC18 Strength saving throw . On a failure, the target is knocked back a distance of 70ft. If they hit an object, structure, or creature, both take 1d6 bludgeoning damage for every 10 feet traveled. If the target is another creature, both take half its damage roll. On a critical hit, the target automatically fails and is knocked back twice the distance.

Intuition/Endurance/Evasion . Whenever the White Death Shikigami makes a Wisdom, Dexterity or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

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Cursed Armor(1-10 Cursed Energy). On the shikigami's or another creature's turn as a (no action required). The shikigami gain temporary hit points equal to the amount of cursed energy spent times 15 for the duration. It may only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.it also gain resistance against force damage while these temporary hit points last.

Cursed Strikes(1-6 Cursed Energy). Before making a Pulverize, Bash, Sweep or Devour attack, the White Death Shikigami may spend Cursed Energy, adding 1d8 Necrotic damage to it's damage per Cursed Energy spent. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the White Death Shikigami hits a target or 1 minute passes.

Strong Body. The Shikigami reduces all non-magical damage except psychic or thunder by 7.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.


LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

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