Black Mantis (Sins Of The Past)
Black Mantis[edit]
Large monstrosity (shikigami), unalinged Armor Class 20
Saving Throws Dex +13, Wis +7 Cursed Energy. The shikigami has 39 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. Untraceable Speed The Black Mantis is well known for speed, gaining it the following benefits.
Hard Outerier The shikigami reduces all Bludgeoning, Piercing and Slashing damage with 6. 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 18 Wisdom saving throw or gain the condition frightened for 1 minute or until the shikigami hits the creature with a melee attack again. Black Exoskeleton As long as the shikigami is above half heath it gains +2 AC, and lose 15ft movement speed. (This is already acounted for in the sheet.) Evasion. Whenever the Black Mantis makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success. Dexterity Master This shikigami uses Dexterity for Colossal Physique, attacking and once per turn may make a Dexterity save instead of a Strength save. Colossal Physique.
Reinforced Immune System The shikigami is proficient in death saving throws. Stealth Predator When the shikigami is out of line of sight, it then gains advantage on Stealth checks. Leaper The curse may jump its movement speed. 50 Meters In 3 Seconds! The shikigami has two reactions per turn. Ambush Predator The Black mantis gains advantage on initiative and attack rolls towards creatures that is surprised, when landing a melee attack on a surprised creature the Black Mantis will make a additional Break Swipe attack. Strong Body The shikigami reduces all non-magical damage except psychic or thunder by 3. Size Advantage. The Black Mantis 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.. ACTIONSMultiattack. The Black Mantis makes three attacks: one with its Hook and two with its Slash. Cutter (12 Cursed Energy) The Black Mantis makes 5 Slash's in a 20ft radius around it selv, every creature inside that radius must make a DC 21 Dexterity save or take the damage from 5 Slash's. If they succeed then they take half. Stealthy Stalker Strike The Black Mantis chooses a target it within a 20ft cone infront of it, then it makes a Stealth check, if that check is higher then the targets AC then the Black mantis will leap and attack the target deaing 20 (5d8) Slashing damage then that creature makes a DC 21 Wisdom save or become "suprised". (This wont give change the creatures initiative or give all other creatures an extra round. But will count as suprised for features that the Black Mantis uses). Slash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 7) Slashing damage, If it does 50 or more damage then the target will make a DC 18 Constitution save or gain the condition bleeding. Break Swipe Melee Weapon Attack +12 to hit, reach 15ft., one target. Hit: 27 (4d10+7) Slashing damage, and the target will make a DC 21 Strength save or become prone. Hook. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 7) Piercing damage, the creature will also make a Athletics or Acrobatics againts the Black Mantis's. If the Black Mantis gains a higher result then the creature will be grppled. Surprise Attack (4 Cursed Energy) The Black Mantis leaps a number of feat, equal to the amount of feat it can jump and lands, every creature within a 5ft radius of where the Mantis lands makes a DC 20 Dexterity save, or takes 24 (4d12) Slashing damage. It may also choose to pick on target making a melee attack roll with + X where is was the number of feats the Mantis was away from the target divided by 10 (rounded down). BONUS ACTIONSHook. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 7) Piercing damage, the creature will also make a Athletics or Acrobatics againts the Black Mantis's. If the Black Mantis gains a higher result then the creature will be grppled. Strong Leap (3 Cursed Energy). The Black Mantis Jumps 60ft away, opportunity attacks can't be made againts the Black Mantis if the creature has less reaction then the black mantis. REACTIONSStrike, as a reaction to the Black Mantis using Slash it may make a, Melee Weapon Attack +12 to hit, reach 15ft., one target. Hit: 17 (2d10+7) Slashing damage. |
Improved Durability. This creature uses the Improved Durability rule. Ain't Real No shit - Noro |
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