Black Mantis (Sins Of The Past)

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Black Mantis[edit]

Large monstrosity (shikigami), unalinged


Armor Class 20
Hit Points 408 (34d10+204)
Speed 120ft. 80ft climb


STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 16 (+3) 7 (-2) 12 (+1) 18 (+4)

Saving Throws Dex +13, Wis +7
Skills Acrobatics +13, Athletics +11, Intimidation +10, Nature +4, Perception +7, Stealth +13
Damage Resistances Non magical Bludgeoning, Slashing and Piercing
Damage Immunities Psychic, Poison
Condition Immunities poisoned, prone, restricted
Senses passive Perception 17
Languages
Challenge 17 (18,000 XP)


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.

  • If an action any of the Black Mantis speeds, it is further increased by 35ft.
  • It may perform the Dash action or make a Skill Check it is proficient in as a bonus action.
  • As a reaction to passing a saving throw or an attack roll being made against the Black Mantis, it may move up to half of its speed in a direction of its choice. This movement cannot be used to exit domains. If this movement would cause the Black Mantis to leave the area targeted by an attack roll it is reacting to it may roll a Acrobatics check to attempt to fully dodge. The Black Mantis then rolls against the attack roll, causing the attack to miss regardless of its armor class if its Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though it can still move as normal. This roll automatically fails if the attack was a critical hit, unless it is 10 or more levels above the attacker’s level. If it fails this roll by no more than 3 against an attack targeting one of your limbs with the Limb System then though you can’t fully dodge you may change which limb is targeted. In the case of a saving throw you are unaffected by the saving throw if you move out of the area of effect.
  • Itcan make one melee attack as a reaction if it moved into range of a creature or a creature enters your range. The Black Mantis can only do this once per creature per round.

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.

  • The Black Mantis 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 Mantis makes which uses Dexterity deals twice as much damage to objects and structures.
  • The Black Mantis 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 Mantis can force the creature hit to make a DC 21 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 4 (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 Mantis makes a Dexterity 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.

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..

ACTIONS

Multiattack. 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 ACTIONS

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.

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.

REACTIONS

Strike, 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.

Sk-rmbillede-2025-04-08-085917.png


Feats. The shikigami has the following feats:

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

Improved Durability. This creature uses the Improved Durability rule.

Ain't Real No shit - Noro

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