Siege Snake Shikigami (Jujutsu Kaisen Supplement)

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Siege Snake Shikigami[edit]

Gargantuan monstrosity (Shikigami), unaligned


Armor Class 21 (natural armor)
Hit Points 539 (22d20+308)
Speed 150 ft., swim 150 ft., borrow 150 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 5 (-3) 14 (+2) 18 (+4)

Saving Throws Str +13, Dex +9, Con +12, Wis +7
Skills Athletics +18, Performance +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Senses Darkvision 180 ft, Blindsight 180 ft., Termorsense 180 ft., passive Perception 22
Languages Understands it's master's language but can't speak
Challenge 15 (13,000 XP)


Feature Name. Feature description

Cursed Energy. The shikigami has 33 cursed energy it can use to fuel it's abilities. All of its cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The shikigami regains 2 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.

Tunneler. The Shikigami can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Siege Monster. The Shikigami deals double damage to objects and structures.

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

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the Shikigami. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the Shikigami's turns.

If the Shikigami takes 30 damage or more on a single turn from a creature inside it, the Shikigami must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Shikigami. If the Shikigami dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the Shikigami can't constrict another target.

REACTIONS

Defensive Coil.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

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