Centipede Shikigami (Sins Of The Past)

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Red Centipede[edit]

Large monstrity (Shikigami!), unaligned


Armor Class 15 (natural armor)
Hit Points 138 (12d10 + 48)
Speed 65 ft., 40 ft. climb


STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 15 (+2) 1 (-5) 7 (-2) 12 (+1)

Saving Throws Dex +9
Skills Deception +4, Intimidation +4, Sleight of Hand +9
Damage Resistances non-magical bludgeoning, piercing and slashing, poison
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained
Senses passive Perception 8
Languages Can't speak, but understands its master.
Challenge 6 (2,300 XP)


Cursed Energy. The shikigami has 15 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.

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

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.

Swarm. The if one or more Centipedes occupy another space as a Centipedes, they will gain +1 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.

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 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.

Strong Body The shikigami reduces all non magical damage expect for psychic and thunder by 2.

Size Advantage. The 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 Centipede makes two attacks with its Bite, it may switch one out for a Lunge.

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 24 (3d12+6) Piercing damage + 4 (1d8) Poison damage. The target will need to make a DC 12 Constitution saving throw not to gain the condition poisoned for 1 minute.

Lunge (2 Cursed Energy) The shikigami lunges forward up to 20ft, if it lands in the same space as a creature, then that creature will make a DC 17 Dexterity save. If failed then the then that creature will take 28 (4d8+12) Piercing damage, and make a DC 12 Constitution saving throw or take 8 (2d8) Poison damage.

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 15 (3d10) poison damage, and creatures will have disadvantage on Constitution saves for removing conditions like poisoned and parralysed from any melee attack the shikigami have made while Venom was up.

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 -20ft movement speed until the end of that turn.

Fling (4 Cursed Energy) When a ranged attack that uses ammunition whould hit the target, it may then attempt to fling that ammunition back. The shikigami will make a Dexterity save, with a DC equal to what the creature rolled on the attack roll, plus any modifier that the creature may have added. If the shikigami succeeds it may then take half damage and fling the ammunition back towards the creature. making a ranged attack roll. If the hit then the creature will take the other half.

image-2025-04-04-142135450.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, 50 Meters In 3 Seconds!, Strong body

Improved Durability. This creature uses the Improved Durability rule.

Ain't Real No shit - Noro

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