Xol, Will of the Thousands (Jujutsu Kaisen Supplement)

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Xol, Will of the Thousands[edit]

Gargantuan shikigami, unaligned


Armor Class 25 (natural armor)
Hit Points 1072 (65d12 + 650)
Speed 80 ft., 200 ft. burrow


STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 30 (+10) 20 (+5) 20 (+5) 30 (+10)

Saving Throws Str +18, Dex +14, Con +18, Cha +18
Skills Arcana +13, Perception +13
Senses passive Perception 23
Languages His creators languages.
Challenge 27 (105,000 XP)


Cursed Energy. Xol, Will of the Thousands has 100 Cursed Energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. Xol, Will of the Thousands recovers 3 Cursed Energy at the beginning of his turns.

Invisible Force. Xol, Will of the Thousands is entirely made out of cursed energy, meaning he cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see him. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him.

Phase 2 (1/long rest.) When Xol, Will of the Thousands falls below half health he may choose to activate phase two. This creates two Hallowed Wizards, four Hallowed Knights and eight Hallowed Acolytes. The Hallowed Wizards create an impenetrable barrier around Xol and any number of willing creatures of their choice, this makes it impossible to harm or effect him in any way from the outside but also makes it impossible for anyone inside the barrier to harm or effect those outside it. Xol, Will of the Thousands regenerates 38 (7d10) health at the start of each of his turns while inside the barrier. In order to lower the barrier, both Hallowed Wizards must be killed, the barrier will lower instantly upon their death. Xol, Will of the Thousands may also choose to lower the barrier on his own at the cost of both the Hallowed Wizard's lives.

Last Resort. Upon reaching 0 health, Xol, Will of the Thousands may use the last of his strength to attempt to crush his enemies with his falling corpse. All creatures in a 50 ft. wide, 500 ft. long line in a direction of his choice must make a DC 25 Dexterity saving throw. On a failure they take 195 (30d12) bludgeoning damage.

Armament. Worm Forms created by Xol benefit from the Armament extension, with all the weapons counting as grade 4 cursed tools.

Not Going Down (2/long rest.) When Xol, Will of the Thousands is reduced to 0 hit points, he may fall to 1 hit point instead.

Legendary Resistance (3/Day). If Xol, Will of the Thousands fails a saving throw, he can choose to succeed instead.

Tunneller. Xol, Will of the Thousands can burrow through any material, leaving a 50 ft. diameter tunnel in his wake.

Siege Monster. Xol, Will of the Thousands deals twice as much damage to objects and structures.

Magical Weapons. Xol, Will of the Thousands attacks are considered magical.

ACTIONS

Multiattack. Xol, Will of the Thousands makes four Maw of Xol or Ichor of Xol attacks.

Maw of Xol. Melee Weapon Attack: +18 to hit, reach 30 ft., one target: Hit: 66 (13d8 + 10) piercing damage. The target is grappled, restrained and held 200 ft. in the air, if they escape the grapple they fall to the ground taking 70 (20d6) bludgeoning damage.

Ichor of Xol (3 Cursed Energy.) Cursed Energy Attack: +18 to hit, range 100/200 ft., one target: Hit: 42 (5d12 + 10) necrotic damage + 49 (6d12 + 10) fire damage. The target must make DC 18 Constitution saving throw or receive First Degree burns, if they fail by 5 or more they receive Second Degree burns.

Flesh of Xol (10 Cursed Energy.) Xol, Will of the Thousands imbues the ground in a 200 ft. radius of him with cursed energy, then unleashes it, launching all creatures far into the sky. All creatures within a 200 ft. radius of him must make a DC 24 Dexterity saving throw, if they fail they are sent 400 ft. into the air and fall to the ground taking 140 (40d6) falling damage, this damage counts as magical and ignores fall damage negation, reduction or immunity. If they pass they jump off the ground at the moment Xol, Will of the Thousands unleashes the energy, using 10 ft. of their movement speed and not being launched.

REACTIONS

Ichor of Xol (3 Cursed Energy.) As a reaction to a ranged attack roll being made against him, Xol may intercept it with his Ichor of Xol attack, rolling it's damage and subtracting it from the attack made against him. If it reduces the damage of the attack to 0, the remaining damage from Ichor of Xol is dealt to the attacker.

This may also be used as a reaction to being forced to make a cone or line saving throw in the same way, reducing the damage the throw would cause. If the damage of the saving throw is reduced to 0 this way then any other effects the saving throw might cause are also cancelled.

LEGENDARY ACTIONS

The Worm can take 4 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 Worm regains spent legendary actions at the start of its turn.

Attack. Xol, Will of the Thousands makes one Maw of Xol attack.
Ichor of Xol. Xol, Will of the Thousands makes on Ichor of Xol attack.
Grasp of Xol. Xol, Will of the Thousands moves up to his movement speed without provoking opportunity attacks. During this he may make a grapple check against a creature, if he wins the check he may carry the creature with him for the rest of his movement speed then drop them from 200 ft., making them take 70 (20d6) bludgeoning damage

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Xol, Will of the Thousands. [[1]]

Tamed Features. If Xol, Will of the Thousands is under the control of his creator, worm forms created by him benefit from Growth and the weapons count as the same grade of cursed tool as described in the Armament extension. Xol's Hallowed Wizards do not count towards his creators limit.

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