Hachishakusama (5e Creature)

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Hachishakusama[edit]

Large undead (cursed spirit), chaotic evil


Armor Class 21 (natural armor)
Hit Points 312 (25d10 + 175)
Speed 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 24 (+7) 18 (+4) 15 (+2) 19 (+4)

Saving Throws Str +8, Con +12
Skills Deception +9, Perception +12, Stealth +17
Damage Vulnerabilities radiant
Damage Resistances Non magical bludgeoning, piercing, and slashing damage, necrotic
Damage Immunities Poison
Condition Immunities Charmed, Poisoned, Petrified, Stunned
Senses passive Perception 24, darkvision 120 ft, truesight 30 ft.
Languages Common
Challenge 14 (11,500 XP)


Cursed Energy. Hachishakusama has 68 cursed energy it can spend. All of the cursed energy, when used, is unavailable until it takes a long rest.

Improved Cursed Energy Recovery. The curse regains 4 cursed energy at the beginning of each of it's turns.

Famous Name. Whenever Hachishakusama rolls initiative, she may force every hostile creature that can see her to make a Wisdom saving throw(DC 18). On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early.

Hard to Kill. Unless out right sealed or destroyed, Hachishakusama can, if reduced to 0 hit points, choose to be considered stable due to her cursed body, even if the conditions would normally kill her. This feature does not work if the damage that reduced her to 0 hit points was Radiant.

Sadism. Whenever Hachishakusama deals damage to someone who is frightened of her, half of the total damage will be converted in temporary hit points to herself. These temporary hit points cannot go above her cr.

Shadow Blend. Hachishakusama can use the Hide action as a bonus action while in dim light or darkness.

Mimicry. While in dim light or darkness, Hachishakusama is able to mimic the voice of an ally or a loved one. Target creature must make a Insight (DC 19) check. On a failure, the target gains the charmed condition for the next minute, and will be drawn in closer to Hachishakusama.

Shifty. Hachishakusama may disengage as a bonus action.

ACTIONS

Multiattack. Hachishakusama can make three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 7) piercing and 12 (4d6) necrotic damage. The target must make a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target may repeat the saving throw at the beginning of its turn, ending the effects on a success.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 7) slashing damage.

Po (8 Cursed Energy). Hachishakusama may, as an action may force all creatures within 60 ft of it to make a Wisdom saving throw (DC 19). On a failure, the target takes 30 (5d12) psychic damage and will suffer disadvantage on all attack rolls and saving throws until the start of their next turn. On a success the target will only suffer half damage.

BONUS ACTIONS

Advanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 10 times the amount spent.

REACTIONS

When targeted with an attack, Hachishakusama may teleport to an unoccupied space within 30 ft of it, causing the attack to miss.

Advanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration.

LEGENDARY ACTIONS

The Hachishakusama 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 Hachishakusama regains spent legendary actions at the start of its turn.

1. Attack. Hachishakusama makes one claw or one bite attack.

2. Ethereal Step (4 Cursed Energy). Hachishakusama magically teleports up to 60 feet to an unoccupied space she can see (cost 2 actions).

3. Poisonous Whisper (8 Cursed Energy). Hachishakusama utters a chilling "po", forcing all creatures of her choice within 30 feet to make a DC 18 Constitution saving throw or take 20 (4d10) psychic damage and gaining the poisoned condition on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

700px-Hachi_%2811%29.jpg
Hachishakusama taking sight of its prey, [1]

Hachishakusama (八尺様), or often known as the Eight Feet Tall, is an urban legend inspired by Japan. She is a type of Japanese spirit (Yokai) that appears as an absurdly tall female specter that frequently claims to have a deep, masculine or feminine voice and a penchant for preying on young children, mainly those between the ages of nine and eleven. One of her main characteristics is her frequent use of the interjection: "Po" [ぽ].

There's not much information on how she became to be. However, what is known is that she is a Yokai (a malevolent Japanese spirit) who kidnaps children. It's unknown as to where she takes them, but many speculate that she feeds off of children. Other claims include killing or torturing them. She is known for stalking her victims from afar while saying, "Po" and doesn't stop at nothing to get her victims. This behavior can last for days and even months. The spirit can transform into different family members to lure the child away from their family and snatch them.

Domain Expansion

As a Full Turn Action for 30 Cursed Energy, Hachishakusama may unleash her Domain Expansion, covering a radius of 165 ft. All targets within the domain must make a Wisdom saving throw at the start of each of their turns. On a failure they gain the paralyzed condition for the next minute and take 40 (8d10) psychic damage, only taking half damage upon an initial success. Creatures may repeat the saving throw at the start of their turns, ending the condition on a success. The domain lasts for 1 minute, and within it Hachishakusama has advantage on Stealth checks.

Refiniment Points

Hachishakusama's Domain Refinement points are 100.

Domain Durability. Hachishakusama domain has 500 hit points.

Barrier Resistance. As part of expanding it's domain, Hachishakusama may decide if it wants to make it's barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend additional 5 cursed energy when expanding it's domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Feats

Immense Cursed Energy

Overflowing Cursed Energy

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