Fire Shikigami (Jujutsu Kaisen Supplement)

From D&D Wiki

Jump to: navigation, search

Fire Shikigami[edit]

Large monstrosity (shikigami), neutral


Armor Class 22 (unarmored movement)
Hit Points 171 (18d10 + 72)
Speed 60 ft., 60 ft fly (hover)


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 18 (+4) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Dex +12, Con +9, Cha +10
Skills Acrobatics +12, Arcana +6, Athletics +8, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 17
Languages Understands it's master's language but can't speak
Challenge 14 (11,500 XP)


Cursed Energy. The shikigami has 38 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The shikigami regains 3 cursed energy at the beginning of it's turns.

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 the Shikigami.

Regeneration. The shikigami regenerates 20 hit points at the beginning of it's turns as long as it has at least 1 hit point left.

Flyby. The shikigami does not provoke opportunity attacks when flying away from a creature's reach.

Fire Form. The shikigami can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the shikigami or hits it with a melee attack while within 5 ft. of it takes 10 (2d10) fire damage. In addition, the shikigami can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 10 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (2d10) fire damage at the start of each of its turns.

Illumination. The shikigami sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

Fire Strikes. Before making a Punch attack, the shikigami may spend up to 5 cursed energy, dealing 1d8 extra fire damage on a hit per energy spent.

ACTIONS

Multiattack. The shikigami makes two Punch attacks.

Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (2d10) fire damage at the start of each of it's turns.

Ignition (5 Cursed Energy). The shikigami targets a creature that it can see up to 30 ft. away and summons flames to burn it. The creature must make a DC 20 Constitution saving throw, suffering 30 (5d12) fire damage on a failure or half as much on a success.

Fire Columns (8 Cursed Energy). The shikigami puts both of his hands on the ground and summons multiple columns of fire around him from the ground. Every creature in a 20 foot circle centered on the shikigami must make a DC 20 Dexterity saving throw, suffering 32 (8d8) fire damage on a failure or half as much on a success.

Flame Wave (6 Cursed Energy). The shikigami waves a massive flame wall forwards. Every creature in a 40 foot cone must make a DC 20 Dexterity saving throw, suffering 24 (6d8) fire damage on a failure or half as much on a success.

Giant Fireball (15 Cursed Energy). The shikigami throws a ball of fire at a point up to 150 ft. away. Every creature in a 40 foot circle centered on that point must make a Dexterity saving throw, suffering 50 (10d10) fire damage on a failure or half as much on a success.

BONUS ACTIONS

Cursed Agility (1 Cursed Energy). The shikigami takes the Dodge, Disengage or Dash actions.

REACTIONS

Flaming Parry (3 Cursed Energy). When the shikigami is targeted by a ranged or melee attack, it can explode a flame burst to deflect the attack, adding a +5 bonus to it's AC until the beginning of it's next turn.

Fire-Shikigami-imagem.jpg

Not Cannon. The Fire 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 an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

5.00
(one vote)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: