Eternal Hunger Shikigami (Jujutsu Kaisen Supplement)

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Eternal Hunger Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 18 (natural armor)
Hit Points 162 (12d10 + 96)
Speed 35 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 16 (+3)

Saving Throws Str +11, Con +8
Skills Athletics +15, Intimidation +7
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning; Piercing and Slashing from Nonmagical Attacks
Condition Immunities paralysed, frightened
Senses passive Perception 9
Languages Understands its master's languages but can't speak.
Challenge 12 (8,400 XP)


Cursed Energy. The Shikigami has 27 cursed energy that it can use to fuel its abilities. Its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Shikigami regains 1 cursed energy at the beginning of its turns.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Shikigami, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Shikigami.

Magical Weapons. The Shikigami's attacks are considered magical.

Shock Absorption (3 Cursed Energy). Whenever the Shikigami would take bludgeoning damage it can absorb half the damage, nullifying it and storing it for later use. When using Shock Absorption the Shikigami's resistance to Bludgeoning damage is ignored for that damage instance. It can only store a maximum of 96 damage this way, and it loses any stored damage a minute after it last stored some.

Shock Release (1-3 Cursed Energy). When the Shikigami hits a melee attack, it may add an amount of bludgeoning damage from it's Shock Absorption pool equal to 5 times the amount spent.

Colossal Physique. The Shikigami gains the following benefits:

  • The Shikigami will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll it makes which uses Strength deals twice as much damage to objects and structures.
  • The Shikigami 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 Shikigami can force the creature hit to make a DC 19 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 traveled before 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 Shikigami's attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Shikigami 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.

Strong Body. The Shikigami reduces all non-magical damage except psychic or thunder by 4.

ACTIONS

Multiattack. The Shikigami makes two attacks.

Punch. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage.

Lunge. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage and the Shikigami may attempt to grapple the target.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one grappled target. Hit: 26 (3d12 + 7) bludgeoning damage.


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This Skikgami is a monster like no other, able to eat hits and turn them into power. It is harder than other Shikigamis to use, but under the right conditions, it can be very useful. As a Shikigami this fall between a tanker for the user and a damage dealer.

Feats

Athlete History, Colossal Physique, Strong Body.

Not Canon The Eternal Hunger Shikigami is not an official Shikigami demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

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