Wizard (Jujutsu Kaisen Supplement)
Wizard[edit]
Large shikigami, unaligned Armor Class 18 (natural armor)
Saving Throws Wis +7, Cha +7 Cursed Energy. The Wizard has 20 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. Improved Cursed Energy Recovery. The Wizard recovers 2 Cursed Energy at the beginning of it's turns. Invisible Force. The Wizard 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. Limited Flight. The Wizard cannot fly higher than 40 ft. above the ground. Growth. Forms summoned by the Wizard have the same buffs from Growth as the forms summoned by it's creator. Armament. The Wizard can use the Armament Extension when summoning forms. Lesser Mutation. If its creator has the Mutations Feature, the Wizard may roll 1d20 with disadvantage when summoning forms to have them mutate into hallowed or unique forms. Unique forms share the same once per long rest limit as the ones summoned by the Wizards creator. Magical Weapons. The Wizard's attacks are considered magical. ACTIONSMultiattack. The Wizard makes three Unarmed Strikes or Cursed Energy Orb attacks. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Cursed Energy Orb (1 Cursed Energy.) Cursed Energy Attack: +7 to hit, range 50/100 ft., one target Hit: 23 (3d12 + 4) necrotic damage. Worm Creation (1-5 Cursed Energy.) The Wizard may summon forms from the Worm Creation feature.
Poison Cloud (1-3 Cursed Energy.) The Wizard emits a poisonous cloud, covering a 20 ft. radius circle around it, this cloud remains until the Wizard finishes it's next two turns. All creatures in the circle are forced to make a Constitution saving throw against it's Cursed DC. On a failure they take 13 (2d12) poison damage per cursed energy spent and are poisoned. On a success they take half as much damage and are not poisoned. Any creature that enters the cloud or begins their turn in it must make this save again. All worm forms are immune to the poison, thus do not have to make the save. Additionally, the area inside the cloud is Heavily Obscured for all creatures except worm forms. The Wizard may only have one Poison Cloud active at a time.
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