Skit’zik the Broodfather (Sins Of The Past)

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Skit’zik the Broodfather[edit]

Huge monstrosity (shikigami), unalighed


Armor Class 26
Hit Points 688 (40d12+408)
Speed 45ft. 40ft climb.


STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 23 (+6) 9 (-1) 15 (+2) 24 (+7)

Saving Throws Str +14, Con +12
Skills Athletics +14, Intimidation +13, Investigation +5, Survival +8
Damage Resistances Fire, Slashing, Non magical Piercing and Bludgeoning.
Damage Immunities Poison, Cold, Psychic
Condition Immunities charmed, frightebed, stunned prone, poisoned
Senses passive Perception X
Languages
Challenge 20 (25,000 XP)


Cursed Energy. The shikigami has 86 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 Skit’zik attacks are magical.

Taijutsu Sorcery Skit’zik is well known in taijutsu, gaing some feature that help it.

  • Bonus Action Attack: With the appropriate feature, when Skit’zik takes the Attack action, it can make an additional unarmed strike, shove, grapple, or weapon attack as a bonus action.
  • Dodge Reaction: After an Attack action, Skit’zik may use Dodge as a reaction against one attack. This gives melee attacks disadvantage, and if a melee attack is a natural 1, Skit’zik get one counterattack per round.
  • Advantage Attack: Once per turn, it can attack with advantage. If its already have advantage, its critical hit range increases by 1.

Beetle King Skit’zik can once per turn as no action required give advantage on another insect creatures attack roll.

Razor Legs When Skit’zik deals damage with Strike or Bone Grippers it may then once per turn choose to deal an extra 8 (2d8) Slashing damage, if done then it will lose 10ft movement speed.

Darkness When Skit’zik lands a melee attack on a creature that is below half hitpoints and is a size smaller then the shikigami, the creature must then make a DC 21 Wisdom saving throw or gain the condition frightened for 1 minute or until the shikigami hits the creature with a melee attack again.

Hard Outerier Skit’zik reduces all Bludgeoning, Piercing and Slashing damage with 12.

Kings Exoskeleton As long as the shikigami is above half heath it gains +4 AC, and lose 20ft movement speed. While this is up it will then be immune to the frightened condition. (This is already acounted for in the sheet.)

Colossal Physique.

  • Skit’zik will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll Skit’zik makes which uses Strength deals twice as much damage to objects and structures.
  • Skit’zik 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 Black Centipede can force the creature hit to make a DC 22 Strength saving throw. On a failure, they are knocked back 80 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 had left to travel after 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 attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Skit’zik makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 8 times, regaining all uses after taking a long rest.

Stronger By Nature Once per turn when making a melee attack that uses 10 or more cursed energy it may choose to use 3 extra cursed energy to increase the damage dice tier by one. In addtion Skit’zik has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally its jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb.

Insects Mucle Group

  • Skit’zik can exstend its reach with + 10ft one per turn.
  • Any attack roll that uses Dexterity, that would deal damage to Skit’zik will have disadvantage, since they don't use the stregth behind their attacks.
  • Once per trun when Skit’zik uses Heavy Stomp it may use up to 7 curesed energy to have the radius increased by 10ft and 1 extra damage dice per 2 cursed energy spent. The area will also become difficult terrain.
  • Skit’zik ingores difficult terrain.
  • Skit’zik can't make opportunity attacks.
  • Twice per turn when dealing damage with an attack that uses Strength it may then give that attack an extra damage dice. After that it must make a DC 22 Strength or take 9 (3d6) Bludgeoning damage.

Gaint Monster Skit’zik deals twice as much damage to objects and structures.

Cursed Armor As a no-action required Skit’zik can use up two 7 cursed energy to gain 10 temporary hit points per cursed energy spent. While this is up it will gain resistence to Acid damage.

Curse Resistance. Skit’zik has advantage on saving throws against spells, cursed techniques, and other magical and or cursed energy effects.

Cursed Deadly Venom Once per turn when the shikigami deals poison damage it may use up to 7 cursed energy to add 2d10 poison damage per cursed energy used. This additional poison damage treats resistance as normal and immunity as ressistens. If there is used 6 or more cursed energy then the creature shall make a DC 21 Constitution save or gain the condition Major Envenomed for 3 turns.

Reinforced Immune System The shikigami is proficient in death saving throws.

Strong Body The Shikigami reduces all non-magical damage except psychic or thunder by 6.

Long Legs The creatures head is 20ft above the ground where less things can't hurt it gaining it +1 AC. (This is already accounted for in the sheet, if a creature makes a ranged attack then it wont have the AC buff).

Cursed Strikes. Before making a Strike, Bone Grippers, Heavy Stomp or Stinger attack, the shikigami may spend up to 5 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.

ACTIONS

Multi Attack. The shikigami makes four attacks, three Strike's and one heavy Stomp. It may switch a Strike out for a Stinger.

Strike. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 8) Piercing damage.

  • Bulleted list item

Heavy Stomp (4 Cursed Energy). Melee Weapon Attack: 30ft radius around the shikigami., all creature makes DC 22 Dexterity save. fail: 33 (7d12 + 8) Bludgeoning damage. Then they also makes a DC 22 Constitution save or gain the comdotion prone if they are prone they will instead gain a broken bone for 1 minute.

Bone Grippers (11 Cursed Energy) Skit’zik uses its back legs with claws on it. To send them down to creatures below. Making two melee attack rolls, against up to two targets. If hit then they will take 64 (8d12+16) Piercing damage per claw. Then they must make a DC 22 Constitution save, if failed then the creature will be stuck and will gain a broken bone for 1 minute. (This doesn't use the Limbsystem, but is only for features that the Skit’zik has). If this attacked damaged a creature with a broken bone, then that creature would take another 12 (3d8) Bludgeoning damage.

Earth Shaker (10 Cursed Energy) The shikigami jabs the ground with tremendous force making a minor earthquake. It creates a 45f cone infront of it where every creature will need to make a DC 22 Dexterity save take 40 (8d10) Bludgeoning damage. And make a DC 22 Constitution saving throw or gain the prone condition. If they succeed the Dexterity then they take half and don't make the Constitution save. This wil also make two stone pillars, each of them will have a AC of 10 and hitpoints of 50. these will occupy a 5 by 5 area. When destroyed then each creature in 5ft range of the now destroyed piller will make a DC 22 Dexterity save or take 16 (4d8) Bludgeoning damage.

If the creature has a broken bone then they will fail the Constitution save no matter what.

Stinger (5 Cursed Energy). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 8) Piercing damage + 12 (4d6) Poison damage and will make a DC 21 poisoned for 1 minute if they fail by 5 or more then they will gain the paralyzed for 2 turns instead.

BONUS ACTIONS

Rock Throw ( 3 Cursed Energy). Skit’zik picks up a rock and throws it up to 55ft away, if it would land on a creature then that creature would make a DC 22 Dexterity save or take 20 (4d10) Bludgeoning damage and make a DC 22 Constitution save or become prone.

Strike. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 8) Piercing damage.

Double Piercer (6 Cursed Energy) Skit’zik makes two Strike attacks, but they will have a damage dice tier lowered by one.

REACTIONS

¨ Harden (3 Cursed Energy). Skit’zik can use this reaction to an attack tring to damage it, it hardens its exoskeleton gaining it an AC buff of +3. Until end of turn, this can't stack.

Sk-rmbillede-2025-04-08-091233-ng.png


Feats. The shikigami has the following feats:

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Reinforced Immune System, Taijutsu Sorcery

Improved Durability. This creature uses the Improved Durability rule.

Ain't Real No shit - Noro

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