Black Centipede (Sins Of The Past)

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Black Centipede[edit]

Huge monstrity (Shikigami!), unaligned


Armor Class 22 (natural armor, Black Exoskeleton)
Hit Points 496 (32d12 + 192 + 48)
Speed 65 ft., 40 ft. climb


STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 16 (+3) 4 (-3) 10 (+0) 16 (+3)

Saving Throws Str +12, Dex +11
Skills Acrobatics +11, Athletics +12, Deception +8, Intimidation +13, Sleight of Hand +11, Survival +10
Damage Resistances bludgeoning, poison, fire, cold, non-magical, piercing and slashing
Damage Immunities Psychic
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained
Senses passive Perception 8
Languages Can't speak, but understands its master.
Challenge 16 (15,000 XP)


Cursed Energy. The shikigami has 42 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. While in combat, the shikigami regains 1 cursed energy at the beginning of each of its turns, up to its maximum. The combat must be one where the shikigami's life is at risk.

Magical Weapons The shikigamis attacks are magical.

Darkness When the shikigami lands a melee attack on a creature that is below half hitpoints and is a size smaller then the shikigami, the creature must then make a DC 16 Wisdom saving throw or gain the condition frightened for 1 minute or until the shikigami hits the creature with a melee attack again.

Hard Outerier The shikigami reduces all Bludgeoning, Piercing and Slashing damage with 6.

Black Exoskeleton As long as the shikigami is above half heath it gains +2 AC, and lose 10ft movement speed. (This is already acounted for in the sheet.)

Deadly Poison Once per turn when the shikigami deals poison damage it may use up to 2 cursed energy to add 2d10 poison damage per cursed energy used. This additional poison damage treats resistance as normal and immunity as ressistens.

50 Meters In 3 Seconds! The shikigami has two reactions per turn.

Reinforced Immune System The shikigami is proficient in death saving throws.

Strong Body The Shikigami reduces all non-magical damage except psychic or thunder by 3.

Cursed Strikes. Before making a stab attack, the shikigami may spend up to 3 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with the attack, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per energy spent. The shikigami can also use this in response to rolling a natural 20 on an attack roll with a stab attack. It can only use this enhancement again after it has ended.

Colossal Physique.

  • The Black Centipede will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the Black Centipede makes which uses Strength deals twice as much damage to objects and structures.
  • The Black Centipede has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Black Centipede can force the creature hit to make a DC 18 Strength saving throw. On a failure, they are knocked back 70 feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Black Centipede makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 7 times, regaining all uses after taking a long rest.

Swarm. The if one or more Black Centipede occupy another space as a Centipedes, they will gain +2 in AC and will split any damage they take in anyway the master chooses. (56 damage i all, could be dealt our 10 to one and 46 to another.). there can't be split more damage then a Centipedes has left in hit points, the damage can't go over the maximum of hitpoints.

Battering Ram. When the shikigami hits a target with its Bite, it deals an additional 1d8 damage for every 10 feet travelled up to a maximum of 120 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from the shikigami for every d8 of damage it took to a maximum of 120 feet.

Invisible Force. The shikigami 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.

Pack Tactics The Black Centipede have advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

Human Wall. The Black centipede has advantage on all Constitution saving throws.

Size Advantage. The Black Centipedes have advantage on checks relating to get out of grappled or to keep a creature grappled as long as the creature is the same size or lower..

ACTIONS

Multi Attack The Black Centipede makes three attacks, two with its Bite and one with its Venom.

Swirl Around. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) slashing damage, and the creature is grappled. If the creature is equal to or smaller in size than the shikigami, it has disadvantage on checks to free itself from the grapple.

Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 37 (5d12+7) Piercing damage + 12 (3d8) Poison damage. The target will need to make a DC 18 Constitution saving throw not to gain the condition paralysed until the start of the Black Centipede's next turn.

Lunge (7 Cursed Energy) The shikigami lunges forward up to 80ft, if it lands in the same space as a creature, then that creature will make a DC 21 Dexterity save. If failed then the then that creature will take 49 (5d10+14) Piercing damage + 12 (2d12) Poison damage. They will also make a DC 21 Strength save or become grappled.

BONUS ACTIONS

Venom (3 Cursed Energy) The shikigami coats its fangs in poison, for the next 1 minute every melee attack will deal an extra 24 (4d12) poison damage, and creatures will have disadvantage on Constitution saves for removing conditions like poisoned and paralysed from any melee attack the shikigami have made while Venom was up.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the Black Centipede can perform two Bite or Tail Sweep attacks as a bonus action.

REACTIONS

Harden (2 Cursed Energy) When the shikigami is getting hit with a melee attack it may then curl up in a ball gaining +2 AC until the start of its next turn. When it starts its next turn it will have -60ft movement speed until the end of that turn.

Human Wall (3/long rest). Upon hitting 0 hit points, the Black Centipede can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

image-2025-04-04-153443907.png
A Centipede well known from it hunger to devour, it will kill anything its master points at

Feats. The shikigami has the following feats:

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Reinforced Immune System, Strong Body, Human Wall

Improved Durability. This creature uses the Improved Durability rule.

Ain't Real No shit - Noro

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