Mei Hina, Kyoto Exchange Arc (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Mei Hina[edit]

Medium humanoid (Human), lawful good


Armor Class 20 (Unarmored Defense)
Hit Points 372 (24d10 + 240)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 20 (+5) 18 (+4) 14 (+2)

Saving Throws Str +10, Dex +9, Cha +7
Skills Acrobatics +9, Animal Handling +9, Arcana +10, Athletics +10, Insight +9, Perception +9
Senses passive Perception 15
Languages common
Challenge 16 (15,000 XP)


Cursed Energy. Hina has 48 cursed energy she can use to fuel her abilities. All of her cursed energy is replenished at the end of a long rest.

Cursed Armor. Hina can spend up to 5 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Hina can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0 (No action required).

Cursed Strikes. Hina can spend up to 4 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to her attack per Cursed Energy spent. She can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes.

Brawn. When Hina makes a Strength saving throw, she takes half as much damage on a failure and no damage on success.

Shikigami Battle Master. While Hina is within 10 ft. of one of her shikigami, she may give herself or one of her shikigami advantage on an attack. If Hina or any of her shikigami attack that same target during this turn they will also gain advantage on those attacks as well.

In addition, her Action cost to control her shikigami is reduced by 1 (Action>Bonus Action>Free Action)

Synergistic Summoning. When Hina summons her Shikigami, she can command them as part of the same Action. The Action will be a complex or a Simple one depending on the Action used (If summoned with an Action, she can give it a complex command and if summoned with a Bonus Action she can give it a simple command).

Shikigami Coordination. Hina's shikigami have become better at following her orders, becoming a great team. Whenever one of her shikigami is within 5ft. of another one of her shikigami it will gain advantage in its attack rolls. You also benefit from this trait when you're next to your shikigami.

In addition, Hina has become better at coordinating with her Shikigami. All of her tamed Shikigami gain the following feature:

Protector. As a Reaction to the Shikigami’s summoner being targeted by an attack roll while they are within movement speed range of them, the Shikigami may move to be within 5 ft of their summoner and switch the target of the attack to themselves.

Shikigami Collector. Hina may command up to 5 shikigami at once.

Strong Body. Hina will reduce all damage but psychic or thunder by 5, although cursed attacks or magic can bypass through it. (Unless she is under the effect of cursed armor).

50 Meters In 3 Seconds! Hina has 2 reactions per round.

Acrobatic Fighter. Whenever Hina makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, she may use it to leverage a powerful attack against her opponent, dealing an additional damage die of her unarmed strike on a hit. If there are not any solid surfaces, Hina may use half of her movement speed to drop to the ground on her hands, extending her legs up and making a powerful kick. Also, once per turn, whenever Hina falls onto a creature, she can make a DC 10 Acrobatics check. On a success, she may make one unarmed strike against that creature.

Cursed Enhanced Body Whenever Hina makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, she may spend Cursed Energy up to 5 as a reaction to add the number of energy spent as a bonus to the saving throw. When attacking with her unarmed strikes or weapons she is proficient with, she may add +2 to her attack and damage rolls. This only applies if she currently has 1 cursed energy or more.(applied)

Colossal Physique.

  • Hina counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Hina can add her proficiency to all Strength checks she makes.
  • Once per turn as part of a successful melee attack, Hina can force the creature hit to make a DC 17 Strength saving throw. On a failure, they are knocked back 50ft. in a direction of her 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 had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of her damage roll (rounded down). If her attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Hina makes a Strength check or saving throw, Hina can give herself advantage on the roll. she can do this 5 times per long rest.

Human Wall (6/Long Rest) When Hina would be reduced to 0 hit points, she may instead fall to (1d10 + 5) hit points instead. Hina also has advantage on Constitution saving throws.

Slam Master.

Brute Slam. Once per turn as part of an unarmed strike, Hina may make a grapple attempt against a creature. If she succeeds, she may pick up the creature and slam them against a solid surface within 10 ft. of herself, such as the ground or a wall, dealing another roll of her unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.

Heavy Slam. Whenever Hina takes the Attack action against a creature she is currently grappling with, she may forgo an attack to violently slam the creature into the ground. She makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, her opponent is driven into the earth beneath herself ending her grapple early, taking bludgeoning damage equal to two rolls of Hina's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from her iron grasp, causing her grapple to end early and the creature may move an additional 5 ft. away from Hina as part of their successful check. If she scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of her unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of her next turn.

Heavy Finisher. Once per round as part of hitting a melee attack, Hina can spend up to 5 cursed energy to make her target make a DC 17 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back 20 times her Strength modifier + the amount of energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

Hina can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, Hina can spend up to 5 cursed energy to force her target to make a DC 17 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Hina's next turn. If they fail by 5 or more, they are also Confused until the beginning of her next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

ACTIONS

Multiattack. Hina can make two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage + 6 (1d12) necrotic damage.

Shikigami Summon. Hina summons up to 5 of the following shikigami within 120 ft. of her.

  • Dimorphodon(1 Cursed Energy.)
  • Dilophsaurus (1 Cursed Energy.)
  • Parasaurolophus (1 Cursed Energy.)
  • Velociraptor (1/5 Cursed Energy.)
  • Beelzebufo (1 Cursed Energy.)
  • Dimetrodon (3 Cursed Energy.)
  • Ankylosaurus (4 Cursed Energy.)
  • Carnotaurus (5 Cursed Energy.)
  • Juvenile Tyrannosaurus Rex (5 Cursed Energy.)
  • Allosaurus (6 Cursed Energy.)
  • Sarcosuchus (9 Cursed Energy.)
  • Triceratops (11 Cursed Energy.)

Basic Barrier (1-5 Cursed Energy). As an action, Hina can create a dome starting from herself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but she may choose to make it smaller if she wishes. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 17 and automatically fails saving throws. This barrier lasts 5 minutes. She can deactivate her basic barrier at will (no action required).

Curtain (5 Cursed Energy). Hina covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere.

The curtain lasts for 50 minutes. Her curtain has 30 hitpoints. This barrier has an AC of 17 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

She may choose to make her curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

New Shadow Style: Simple Domain (5 Cursed Energy). Hina surrounds herself with a 15 ft. barrier for 1 minute. The circle has 140 hitpoints. Any cursed techniques or spells that target her or targets an area that overlaps with her simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Hina must maintain concentration as if she was concentrating on a spell. If she is in a Domain Expansion then she negates it's sure-hit effect on herself and any other people inside the area, as it only affects the barrier. At the start of her turn the simple domain will take 3d12 force damage per 100 refinement the domain has

Her simple domain has a damage threshold of 35. If the simple domain takes more damage than this threshold, the damage over said threshold hurts Hina. However, it is dampened so she only takes 1/2 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain. Hina can also attempt to divert other effects and conditions besides damage to her barrier. When an innate technique or spell that inflicts an effect or condition would hit her barrier, she can make an Arcana check against its attack roll or saving throw DC. On a success, it will effect the barrier rather than those targeted within the barrier. On a failure, the effects and conditions on the creatures targeted will proceed as normal.

Hina's refinement for her Simple Domain is 35.

BONUS ACTIONS

Martial Arts. Whenever Hina makes one unarmed strike on her turn, she can make one unarmed strike as a bonus action.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage + 6 (1d12) necrotic damage

Cursed Blast of Blows (1 Cursed Energy). Immediately after taking the attack action, Hina can make three unarmed strikes.

Cursed Patient Defense (1 Cursed Energy). Hina can take the Dodge action. When benefitting from the dodge she gains advantage on Constitution and Strength saving throws.

Cursed Wind Step (1 Cursed Energy). Hina can take the dash or disengage action as a bonus action on her turn. her dash adds her speed twice and the disengage action lets her move her full movement speed.

Shikigami Summon. Hina uses her Shikigami Summon action. This may also be done using a free action.

Cursed Energy Tracker. Hina can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces Hina to make a save using their cursed technique or makes a cursed energy attack roll against her using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against Hina's Perception. If Hina wins she gets advantage on the saving throw, or the attack roll is made with disadvantage.

REACTIONS

New Shadow Style: Simple Domain (5 Cursed Energy). As a reaction against a cursed energy attack roll or saving throw, spell or domain expansion opening, Hina uses her Simple Domain.

Cursed Enhanced Body Whenever Hina makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, she may spend Cursed Energy up to 5 as a reaction to add the number of energy spent as a bonus to the saving throw.

image-2025-05-01-171951148.png
Grade 2 sorcerer Mei Hina in action Source:https://nz.pinterest.com/pin/686376799494003273/.

Hina is a 1st year at Kyoto Prefectural Jujutsu High School under the guidance of her mentor and upperclassmen Aoi Todo she has quickly risen to the title of grade 2 sorcerer. When she first enrolled she felt her potential was limited by her lack of a cursed technique but after hearing the rumour that Todo exorcised multiple grade 1s and even a special grade without his CT she asked for him to train her. She diligently trained under his guidance improving her physicality and mental capacity. During her training she discovered her talent for creating shikigami, particularly of those that resemble dinosaurs. She waits with baited breath for her first Kyoto Exchange event to prove herself and to test her shikigami against Tokyo's esteemed Grade 1 sorcerer Fushiguro Megumi.

Jujutsu Sorcerer.

Hina has 12 levels in the Jujutsu Sorcerer class.

Hina's Binding Vows.

Mesozoic Mayhem. Hina can only use dinosaur shikigami. In exchange all her dinosaur shikigami's summoning costs are reduced by 3 to a minimum of 1.

Feats. Hina has the following feats:

Shikigami Battle Master, Slam Master, Heavy Finisher

Athlete History, Colossal Physique, 50 meters in 3 seconds!, Strong Body

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker.

Cursed Energy Manipulator, Cursed Enhanced Body Shikigami Summon.x12

Improved Durability.

This creature uses the Improved Durability rule.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures 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

Dimorphodon Shikigami[edit]

Tiny monstrosity (shikigami), unaligned


Armor Class 10 (natural armor)
Hit Points 22 (5d8)
Speed 10 ft., 40 ft. fly


STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 6 (-2) 6 (-2) 8 (-1) 10 (+0)

Damage Vulnerabilities bludgeoning, slashing, piercing
Senses passive Perception 10
Languages understands it's master's languages, but can't speak.
Challenge 1 (200 XP)


Cursed Energy. The Shikigami has 5 Cursed Energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Shikigami regains 1 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.

Flyby. The Shikigami does not provoke opportunity attacks when flying out of a creature's reach.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (3d6+1) piercing damage.

Piercing Screech (2 Cursed Energy). The shikigami lets out an ear deafening screech forcing a single target of it's choosing within 30 ft to make a DC 11 Constitution saving throw, on success nothing happens on failure the targeted creature is deafened for 5 rounds.

BONUS ACTIONS

Nimble (3 Cursed Energy). The Shikigami takes the dodge action.


938420faf1d2733702f6c271347dfca7.jpg
A group of Dimorphodon Shikigami hunting aquatic curses. [[1]]

Pack Summon. This Shikigami summon consists of 3 Dimorphodon shikigami which for the purpose of controlling act as one summon, but each may be controlled independently.

This shikigami is a tiny pterosaur that focuses on hit and run swarm tactics.

Non-Canon The Dimorphodon 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.

0.00
(0 votes)

Dilophosaurus shikigami[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 12 (natural armor)
Hit Points 64 (10d8+19)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)

Senses darkvision 60 ft., passive Perception 16
Languages understands it's master's languages, but can't speak.
Challenge 2 (450 XP)


Cursed Energy. The Shikigami has 8 Cursed Energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Shikigami regains 1 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.

Pack Tactics. The Shikigami has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 feet of the creature and the ally isn't incapacitated.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (3d8+2) slashing damage.

Blinding Spit. The shikigami can choose a single target up to 40ft away and force it to make a DC13 Dexterity saving throw or be blinded on failure and no effect on success. The effected creature may spend an action to remove the spit from eyes to end the condition.

Intimidating Frills. The shikigami flares its neck frills forcing all hostile creatures in a 20ft cone to make a DC13 Wisdom saving throw or be frightened for 5 rounds.

BONUS ACTIONS

Focused Action(1-3 Cursed energy). The shikigami can choose to increase the DC of one of its attacks by 1 per cursed energy spent until the end of its turn.


Non-Canon The Dilophosaurus 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.

0.00
(0 votes)

Parasaurolophus Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 12 (natural armor)
Hit Points 104 (15d8+36)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 6 (-2) 18 (+4) 14 (+2)

Saving Throws Wis +6
Skills Perception +6
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 18
Languages understands master's language can't speak
Challenge 3 (700 XP)


Cursed Energy. The shikigami has 10 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 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.

Intuition. Whenever the shikigami makes a Wisdom saving throw, it takes half as much damage on a failure and no damage on a success.

Pack Tactics. When within 20ft range of another herbivorous shikigami both shikigami gain advantage on all attacks. This shikigami counts as herbivorous for this feature.

Passive Horn Detection. Out of combat the shikigami will intermittently send out low frequency sounds as a form of detection, all undetected enemies within 200ft must make a dc20 Stealth check or raise suspicion.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Tail Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6+1) bludgeoning damage.

Deafening Horn (5 Cursed Energy). If the Shikigami sees a hostile enemy within 60ft of it it will use its crest to emit an ear shattering sound in a 60ft cone. All creatures within this cone must make a dc21 Constitution save or be deafened for 1 minute and take 14 (4d6 + 1) force damage, if they fail this save by 7 or more they are stunned until the beginning of their turn. On success they are not deafened and take half damage

Alert. As an action the shikigami may roll a perception check against an enemy's cursed energy save dc to detect an enemy.

BONUS ACTIONS

Active Detection (3 Cursed Energy). If the shikigami has detected a hostile creature within it's passive detection radius it will now use this feature. The shikigami will emit a blast of low frequency sound in all directions up to a range of 200ft. All hostile creatures must make a dc21 stealth check or be discovered. If the shikigami runs out of cursed energy to use this feature it will assume it was a false alarm and return to passive detection. If the shikigami successfully detects an enemy it will raise the alarm by making a loud droning noise with its crest warning all allied members within a 50ft radius of the presence of an enemy and it will relay the location of the hostile enemy to it's master giving a 20ft radius of where the hostile enemy was last spotted.


image-2024-10-19-204737828.png
The Parasaurolophus shikigami on alert for danger https://252mya.com/products/parasaurolophus-stock-photo

Not Canon. The Parasaurolophus 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.

0.00
(0 votes)

Velociraptor Shikigami[edit]

Small monstrosity (shikigami), neutral


Armor Class 12 (natural armor)
Hit Points 40 (5d8 + 18)
Speed 100 ft., climb 50ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 6 (-2) 6 (-2) 10 (+0)

Saving Throws Dex +6
Skills Acrobatics +6
Senses passive Perception 8
Languages understands their master's languages but can't speak
Challenge 3 (700 XP)


Invisible Force. The Velociraptor 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.

Cursed Energy. The shikigami has 5 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The shikigami regains 1 cursed energy at the beginning of it's turns.

Evasion. When the Shikigami is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pack Tactics. The shikigami has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Talon Grapple. The shikigami can grapple creatures using Acrobatics instead of Athletics. A creature grappled by the shikigami this way has it's movement reduced by 20 ft. instead of to 0. For every size above Medium the target creature is this effect is reduced by 5ft. If multiple velociraptor shikigami are grappling a creature like this, when the target creature tries to free itself from the grapple, it's Athletics roll affects all the grapples from velociraptor shikigami.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage and the target is grappled as per in it's Talon Grapple feature.

BONUS ACTIONS

Vital Strike. For 3 cursed energy the shikigami can increase it's critical strike range for it's talon strike feature to 18-20 for the current round.

REACTIONS

Hunter Reflexes. When the shikigami is targeted by a melee attack, the shikigami takes the Dodge action.

Raptor-after-300-1.png
Velociraptor Pack

Pack Features. Instead of summoning a normal velociraptor shikgami, Rex may spend 5 cursed energy to summon 5 of them at the same time, which are all controlled as part of the same action. They also gain access to Call of the Pack:

  • Call of the Pack. If the velociraptors sense victory draws near their numbers shall swell. Upon having dealt 50 damage collectively across an encounter and for 10 cursed energy a new velociraptor shikigami with 0 cursed energy is created within 15 ft. of one of the velociraptors. This new shikigami can regain cursed energy like normal. After being desummoned the Velociraptor Pack returns to 5 in number. The 10 cursed energy is drawn from the shikigamis' collective cursed energy pool. The maximum number of velociraptors allowed is 20. On creation of a new velociraptor shikigami the 50 damage threshold is reset and the pack must deal another 50 damage to use this feaature

Not Canon. The 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.

0.00
(0 votes)

Beelzebufo[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 4 (-3) 10 (+0) 10 (+0)

Saving Throws Str +4, Dex +6, Con +4
Skills Acrobatics +8
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its summoner but can't speak
Challenge 4 (1,100 XP)


Amphibious. The Beelzebufo Shikigami can breathe air and water.

Invisible Force. The Beelzebufo 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.

Poisonous The Beelzebufo Shikigami secretes a toxic substance from its skin deterring melee attacks. Whenever the shikigami takes melee damage from a non-weapon source it forces the attacker to make a DC15 Constitution or be poisoned for 5 rounds.

Cursed Weapons. The Beelzebufo Shikigami's weapon attacks are magical.

Standing Leap. The Beelzebufo Shikigami's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Support Carry. When the Beelzebufo Shikigami has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in Beelzebufo Shikigami's mouth. While support carrying Beelzebufo Shikigami can only move.

ACTIONS

Tongue. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 13. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and the Beelzebufo Shikigami can't make tongue attacks against different targets. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 13, escaping on a success.

Tongue Slam. While the Beelzebufo Shikigami has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown.

Swallow. The Beelzebufo Shikigami makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Beelzebufo Shikigami, and it takes 10 (3d6) acid damage at the start of each of the Beelzebufo Shikigami's turns. The Beelzebufo Shikigami can have only one target swallowed at a time.
If the Beelzebufo Shikigami dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
The Beelzebufo Shikigami can choose to partly swallow a creature. If the creature is partly swallowed, it isn't blinded and doesn't take any acid damage.

REACTIONS

Tongue Grab. When an ally within 30 feet of the shikigami would make a saving throw or take damage, the shikigami can reach out and grab the ally out of harms way, pulling them next to the shikigami's space. Causing the attack to miss or all damage/effects to be avoided so long as the shikigami is outside the area of effect.


Improved Durability. This creature uses the Improved Durability rule.

0.00
(0 votes)

Dimetrodon[edit]

Large monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 110 (10d12 +45)
Speed 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 12 (+1)

Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 6 (2,300 XP)


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.

Cursed Energy. The shikigami has 15 cursed energy he can spend to fuel his abilities. All of the shikigami's cursed energy get replenished in a long rest.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (2d12 + 4) piercing damage.

Cursed Energy Recovery. As an action the Shikigami begins to channel heat energy through its sail and starts to convert this heat into cursed energy, the shikigami will regain 25 health and 4 cursed energy every turn it maintains concentration. If hit by an attack it must roll a DC 10+half the damage taken Constitution save or have its concentration ended early.

Energy Transfer. The shikigami transfers up to 3 of it's cursed energy to a creature it touches. If the creature does not have cursed energy of it's own or is at it's maximum, this feature does not work.

Solar Flare (1-15 cursed energy). As an action The shikigami releases all cursed energy it currently has at once causing a great ring of fire to be released from itself with a radius of 15ft +5ft/3ce. Any creature including the Shikigami owner must make a DC15 Constitution save or take Xd8 fire damage where X is the amount of cursed energy spent by the shikigami on failure or half as much on success.

REACTIONS

Heat sink (5 cursed energy). As a reaction to being targeted by a melee weapon attack the shikigami converts excess cursed energy back into heat forming red hot flames around its body, this lasts until the end of the hostile creature's turn. While active any melee attacks made by the hostile creature will force them to make a DC 15 Constitution saving throw or take 28 (8d6) fire damage on failure and half on success.

The Dimetrodon Shikigami is a support like spirit that sorcerers may use to help stay longer in combat.

Not Canon. The Dimetrodon 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.

Improved Durability. This creature uses the Improved Durability rule.

0.00
(0 votes)

Ankylosaurus Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 20 (natural armor)
Hit Points 495 (30d20+180)
Speed 15 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 26 (+8) 6 (-2) 6 (-2) 14 (+2)

Saving Throws Str +9, Con +11
Skills Athletics +9
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 8
Languages understands master's language can't speak
Challenge 7 (2,900 XP)


Cursed Energy. The shikigami has 25 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 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.

Brawn/Endurance. Whenever the shikigami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Pack Tactics. When within 20ft range of another herbivorous shikigami both shikigami gain advantage on all attacks. This shikigami counts as herbivorous for this feature.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Tail Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (3d12 + 6) bludgeoning damage.

BONUS ACTIONS

Concussive club (5 Cursed Energy). As a bonus action before attacking the shikigami can choose to increase the range of rolls that inflict the confusion status effect to 18-20. If the attack lands the targeted creature gains the confused status condition until the beginning of it's next turn.

REACTIONS

Ankylosaurus's Protection. When the ankylosaur's master is within 5 ft. of it and is targeted by an attack, it rushes towards them and guards them, taking the hit for them. When using this reaction the shikigami's toughened exterior feature is also activated.

Toughened Exterior (3 Cursed Energy). The Ankylosaur in response to being the subject of an attack toughens its hide. As a result of this its ac increases by 5 and it gains advantage on endurance and strength checks and saving throws until the beginning of it's turn. However in this state it becomes immobile and so cannot move the following round. This feature may be used on consecutive rounds but the shikigami will remain immobile.

image-2024-10-19-150524987.jpg
The Ankylosaurus shikigami defending

Soft underbelly. On paper the ankylosaurus shikigami looks like a fierce adversary to fight against, however there is a chink in the armour. If a creature were to shove and succeed against the shikigami it is rolled over. In this rolled over state it's ac drops to 12, it loses access and all buffs from the toughened exterior feature and all attacks made on it are treated as critical and ignore resistances. The shikigami may use an action to flip itself back over on its turn unless grappled, in which case it must first escape the grapple before it may flip itself. If a player is fighting this shikigami then if they make a perception check the may give hints to the weakness depending on the roll, e.g. for a 16 roll you might say 'The armour seems to coat the shikigami from head to toe but seems to stop at the sides'. However for a hostile NPC they must roll a dc19 Perception check to discover this weakness.

Not Cannon The Ankylosaurus 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.

0.00
(0 votes)

Carnotaurus Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 210 (30d12+15)
Speed 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 6 (-2) 6 (-2) 18 (+4)

Saving Throws Dex +8
Skills Acrobatics +8
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 8
Languages understands master's language can't speak
Challenge 8 (3,900 XP)


Cursed Energy. The shikigami has 20 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 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.

Evasion. Whenever the shikigami makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Battering Ram. When the shikigami hits a target with its Gore, it deals an additional 16 (3d10) damage for every 10 feet travelled up to a maximum of 130 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from the shikigami for every d10 of damage it took to a maximum of 130 feet.

Trampling Charge. If the shikigami moves at least 10 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the shikigami can make one attack with its Bite against it as a bonus action.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage.

BONUS ACTIONS

Explosive Charge (3 cursed Energy). As a bonus action the shikigami may increase its movement speed for the round by 50ft., this increases the damage bonus from the Battering Ram feature from 16 (3d10) to 19 (3d12).

REACTIONS

Charge Clash (5 cursed Energy). As a reaction to being targeted by a ranged attack or being within 5ft of its master the shikigami may choose to intercept the attack using it's battering ram and gore feature. The shikigami will intercept the attack at the halfway point between the caster and target, the damage of the gore is subtracted from the ranged attack accounting for the battering ram feature, if the damage of the charge is greater than ranged attack the shikigami will continue its charge hitting the caster dealing the remaining damage from the clash and subjecting the caster to the battering ram feature. If the damage of the ranged attack is greater than the shikigami's attack then the remaining damage is dealt to the Shikigami's head. The shikigami may use the Explosive charge feature as a free action for this reaction.

image-2024-10-27-161226035.png
The Carnotaurus Shikigami preparing to charge

Unstable. The Carnotaurus due to its top heavy build has trouble manoeuvring at high speeds, if the shikigami attempts to charge in a non-straight line it must make a Dexterity saving throw where the DC is 10 +(distance moved ft./15), if the shikigami succeeds nothings happens, if the shikigami fails it takes 2d12 bludgeoning damage and is prone.

Improved Durability. This creature uses the Improved Durability rule.

Not Cannon The Carnotaurus 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.

0.00
(0 votes)

Juvenile Tyrannosaurus Rex Shikigami[edit]

Large monstrosity (shikigami), unaligned


Armor Class 13 (natural armor)
Hit Points 238 (13d12 + 154)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +10, Con +8
Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 8 (3,900 XP)


Cursed Energy. The shikigami has 25 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 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.

Brawn/Endurance. Whenever the shikigami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Strong Body. The shikigami will reduce all damage but psychic or thunder by 5, although cursed attacks or magic can bypass through it.

Human Wall. The shikigami has advantage on Constitution saving throws.

Magical Weapons. The Shikigami's attacks are considered magical

ACTIONS

Multiattack. The Shikigami makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 46 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Shikigami can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (3d8+7) bludgeoning damage.

Roar (5 Cursed Energy). The shikigami emits a powerful roar that shakes it's surroundings. Every creature within 120 ft. of the shikigami that it chooses must make a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat this save at the end of it's turns to end the condition on itself. Creatures within 20 ft. of the shikigami must make a DC 17 Constitution saving throw, suffering 27 (4d8) thundering damage and be knocked prone on a failure or half as much damage on a success.

REACTIONS

Human Wall (5/long rest). Upon hitting 0 hit points, the shikigami can spend a hit die to fall to the amount rolled in hit points.

tyrannosaurus-rex.jpg
The Juvenile Tyrannosaurus Rex Shikigami chasing curse users. [[2]]

Feats.

Strong Body, Human Wall

Heavy Finisher (Works with the Tail attack)


Not Canon. The 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.

0.00
(0 votes)

Allosaurus Shikigami[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 247 (15d12 + 150)
Speed 100 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +8, Con +9
Skills Acrobatics +10
Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 10 (5,900 XP)


Cursed Energy. The shikigami has 30 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 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.

Evasion. Whenever the shikigami makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Strong Body. The shikigami will reduce all damage but psychic or thunder by 5, although cursed attacks or magic can bypass through it.

Magical Weapons. The Shikigami's attacks are considered magical

50 metres in 3 seconds!. The shikigami has 2 reactions.

Supersonic Supremacy. The shikigami when given time to accelerate is able to even break the sound barrier giving it an exceptional advantage in speed over its opponents. When using the Speed Slice feature the shikigami can make a number of these attacks equal to its movement speed divided by the creature with the highest movement speed it is targeting rounded down (maximum 5), if the resulting number is less than 1 the shikigami cannot use Speed Slice on the creature. For every Acceleration feature stacked the DC and damage dice of the Speed Slice feature increases by 1. Additionally, the shikigami can use speed defensively, for every acceleration feature stacked its ac increases by 1 as well as its bonus to Dexterity saving throws from attacks.

ACTIONS

Multiattack. The Shikigami makes two bite attacks

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. On a critical this attack inflicts the bleeding condition

Speed Slice. The shikigami charges in a straight line towards its target. The shikigami attacks in a line equal to 1/10 of its movement speed, all creatures on this line must make a DC 16 Dexterity saving throw or take 27(6d6 +6) slashing damage.

BONUS ACTIONS

Acceleration (3 Cursed Energy). The shikigami increases its speed by its original movement speed, this can be stacked up to 9 times to a maximum of 1000ft. If the shikigami takes damage from any source while accelerated it must make a DC 20 Dexterity saving throw or be knocked prone taking Xd8 bludgeoning damage where X is the number of acceleration it had stacked when it was knocked prone. This feature can only be used in combat but the effects remain until it is desummoned.

REACTIONS

Lightning quick laceration (1-9 cursed energy). For every Acceleration feature stacked the shikigami can spend 1 cursed energy to increase the range in which it inflicts bleeding condition to a maximum of 11-20 till the end of its turn.

Untraceable Speed.

  • As a reaction to passing a saving throw or an attack roll being made against it, the shikigami 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 shikigami to leave the area targeted by an attack roll it's reacting to it may roll a Acrobatics check to attempt to fully dodge. The shikigami 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 the shikigami still moves as normal. This roll automatically fails if the attack was a critical hit, unless the shikigami is 10 or more CR above the attacker’s level. If the shikigami fails this roll by no more than 3 against an attack targeting one of its limbs with the Limb System then though it can’t fully dodge it may change which limb is targeted. In the case of a saving throw it is unaffected by the saving throw if it moves out of the area of effect.
  • The shikigami can make one bite attack as a reaction if it moved into range of a creature or a creature enters its range. It can only do this once per creature per round.

Feats.

Athlete History, Strong Body, 50 meters in 3 seconds! ,Untraceable Speed.


Not Canon. The 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.

0.00
(0 votes)

Sarcosuchus Shikigami[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 19 (natural armor)
Hit Points 260 (20d12+130)
Speed 25 ft., 40 ft. swim


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 9 (-1) 14 (+2) 18 (+4)

Saving Throws Str +10, Con +10
Skills Athletics +10, Perception +6, Stealth +7, Survival +6
Senses passive Perception 16
Languages understands master's language
Challenge 12 (8,400 XP)


Cursed Energy. The Sarchosuchus shikigami has 30 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Sarchosuchus shikigami regains 1 cursed energy at the beginning of it's turns.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Sarchosuchus 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 Sarchosuchus shikigami.

Human Wall. The Sarchosuchus shikigami has advantage on all Constitution saving throws.

Magical Weapons. The Shikigami's attacks are considered magical

Colossal Physique. The Sarchosuchus shikigami can add it's proficiency bonus to all Strength checks even if it was already adding it before.

Brawn/Endurance. Whenever the Sarchosuchus shikigami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Cursed Strikes. Before making a Bite or Tail attack, the Sarchosuchus shikigami may spend up to 4 Cursed Energy, adding 13 (3d8) Necrotic damage to it's damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Sarchosuchus shikigami hits a target or 1 minute passes.

Cursed Armor. The Sarchosuchus shikigami can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Sarchosuchus shikigami can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Perfect Ambusher. While hidden from a creature, the Sarchosuchus shikigami has no penalties to aiming at their Legs and Arms.

Tail Sweep. Whenever the Sarchosuchus shikigami makes a Tail attack, it can spend 2 cursed energy to make so that the attack targets every creature within reach.

Impenetrable Scales. With no action required the Sarchosuchus Shikigami may spend 8 cursed energy to make itself resistant to bludgeoning, piercing and slashing damage until the beginning of it's next turn.

ACTIONS

Multiattack. The Sarchosuchus shikigami makes 3 attacks, two with it's Bite and one with it's Tail. It may substitute one of it's Bite attacks with a Death Roll on a creature it has grappled with it's Bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing and 16 (3d10) necrotic damage. On a hit the Sarchosuchus shikigami may also choose to have the target be grappled.

Death Roll. The Sarchosuchus shikigami makes a contested Athletics check against the contested Athletics or Acrobatics (target's choice) check of a creature it has grappled with it's Bite. On a success, the Sarchosuchus shikigami deals 41 (10d6 + 6) slashing and 41 (10d6 + 6) piercing damage to the target, and if the Bite attack that initially started the grapple was aimed at a limb, that limb is immediatly reduced to 0 hit points. This feature can also benefit from the Sarchosuchus shikigami's Cursed Strikes, applying on a success of the check, and persisting on a failure.

Tail. +10 to hit, reach 10f ft., one target. Hit: 38 (3d12 + 6) bludgeoning and 16 (3d10) necrotic damage. The target must make a DC 19 Strength saving throw or be knocked prone.

BONUS ACTIONS

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the Sarchosuchus shikigami can perform two Bite or Tail attacks as a bonus action. Bite attacks made this way can not be replace with a Death Roll.

Cursed Patient Defense (3 Cursed Energy). The Sarchosuchus shikigami can take the Dodge action on it's turn.

Cursed Wind Step (3 Cursed Energy). The Sarchosuchus shikigami takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn.

Ambush Prep. As a bonus action the Sarchosuchus Shikigami may attempt to hide by rolling a Stealth check against the nearest hostile creature's Perception check, if successful the shikigami becomes hidden and on failure it doesn't.

REACTIONS

Human Wall (6/long rest). Upon hitting 0 hit points, the Sarchosuchus shikigami can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

image-2024-10-30-224034219.png
The Sarchosuchus Shikigami





Cursed Technique

When a feature refers to the Sarchosuchus shikigami's cursed technique, it refers to Death Roll

Feats

Athlete History, Colossal Physique (Knockback feature works with the Tail attack), Strong Body, Human Wall,.

Heavy Finisher (Works with the Tail attack)

Immense Cursed Energy, Cursed Energy Concealer

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Sarchosuchus shikigami is not an official cursed spirit 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.

0.00
(0 votes)

Triceratops Shikigami[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 343 (14d12 + 252)
Speed 35 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 28 (+9) 6 (-2) 6 (-2) 14 (+2)

Saving Throws Str +11, Con +14
Skills Athletics +11
Damage Resistances lightning
Senses passive Perception 8
Languages understands master's language can't speak
Challenge 14 (11,500 XP)


Cursed Energy. The shikigami has 35 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

Cursed Energy Recovery. The shikigami regains 1 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.

Endurance. Whenever the shikigami makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Pack Tactics. When within 20ft range of another herbivorous shikigami both shikigami gain advantage on all attacks. This shikigami counts as herbivorous for this feature.

Magical Weapons. The Shikigami's attacks are considered magical

Blessed Crest. The shikigami taking the form of a large triceratops has a large crest, this crest provides it ample protection from attacks and is well armoured. As a result the shikigami's head limb has twice the normal health it would normally giving it 252 hitpoints.

ACTIONS

Multiattack. The shikigami can make two attacks, one with charge followed by one with gore. It may replace the charge with a gore attack if it is unable to charge for whatever reason.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage.

Charge. The shikigami charges in a straight line up to double its movement speed, any creature that is caught in this line must make a DC 18 Dexterity saving throw or take 1d10 piercing damage per 10ft. moved before being hit and being knocked prone on failure. On success the creature takes half damage and isn't knocked prone

Lightning Ball (5 Cursed Energy). The shikigami conjures a small ball of lightning cursed energy, it then releases it up to a range of 60ft. before it explodes in a 10ft. radius. All creatures in this radius must make a DC 18 Dexterity saving throw or take 54(12d8) lightning damage on failure as well as needing to make a DC 18 Constitution saving throw or be stunned until the beginning of the shikigami's next turn, on success the creature takes half damage and doesn't need to make the second saving throw.

Lightning Pile Driver (20 Cursed Energy). The shikigami bounds towards a single enemy of its choice within 70ft. of itself, the shikigami launches itself into the air, its entire body imbued with lightning as it spins. The targeted creature must make a DC 18 Dexterity saving throw or take 91(14d12) lightning damage and be stunned until the beginning of the shikigami's next turn on failure, on success the creature takes half damage and is not stunned.

BONUS ACTIONS

Lightning Infusion (10 Cursed Energy). As a bonus action before using its charge feature the shikigami can choose to coat its body in lightning cursed energy, by doing this an additional 1d8 lightning damage is added per 10ft. of movement in the charge feature, additionally creatures that fail the Dexterity saving throw will be forced to make a DC 18 Constitution saving throw or be stunned until the beginning of the shikigami's next turn. This feature lasts 2 rounds before needing to be reapplied.

REACTIONS

Crest Interposition (3 Cursed Energy). The shikigami in response to a attack roll or line/cone save can use its crest to take the burden of the incoming damage. The damage is directed towards the shikigami's head limb, the creature gains 20 damage resistance for attacks directed at its head for the rest of the round, the resulting damage to the head limb is halved before being applied to the creature's total health.

image-2025-05-01-222231681.png
The Triceratops Shikigami aura farming

Not Cannon The Triceratops 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.

0.00
(0 votes)