Tyrannosaurus Shikigami (Jujutsu Kaisen Supplement)

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Tyrannosaurus Rex Shikigami[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 17 (natural armor)
Hit Points 481 (26d12 + 312)
Speed 80 ft.


STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 22 (+6) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +13, Con +11
Skills Athletics +13, Intimidation +5
Damage Resistances fire
Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 16 (15,000 XP)


Cursed Energy. The shikigami has 50 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. Whenever the shikigami makes a Strength 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 6, although cursed attacks or magic can bypass through it.

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

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

Magical Weapons. The Shikigami's attacks are considered magical

Colossal Physique. For the sake of grappling the shikigami counts as two sizes larger. The Tyrannosaurus Shikigami can add its proficiency bonus to all Strength checks even if it was already adding it before. When the shikigami lands a successful melee attack, it can force the target to make a DC 20 Strength saving throw. On a failure, the target is knocked back at a distance of 90ft. If they hit an object, structure, or creature, both take 1d6 bludgeoning damage for every 10 feet travelled. If the target is another creature, both take half its damage roll. On a critical hit, the target automatically fails and is knocked back twice the distance.

Neck Crusher. The shikigami specialises in exploiting weak points, when the shikigami has a creature grappled with its mouth its Bite feature gains a +3 bonus to targeting the neck limb.

Regeneration. The shikigami has the ability to passively regenerate both in and out of combat, as long as the shikigami has 1 cursed energy or more it will regain 10 health at the end of its turn.

Slam Master.

Brute Slam. Once per turn as part of a bite attack, the shikigami may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of itself, such as the ground or a wall, dealing another roll of its tail 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 the shikigami takes the Attack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. It makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, its opponent is driven into the earth beneath itself ending its grapple early, taking bludgeoning damage equal to two rolls of the shikigami's tail strike damage dice and being knocked prone. On a failure, the creature escapes from its iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from the shikigami as part of their successful check. If it 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 the shikigami's tail damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of its next turn.

Heavy Finisher. Once per round as part of hitting a melee attack, the shikigami can spend up to 8 cursed energy to make its target make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back 20 times its 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.

The shikigami 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, the shikigami can spend up to 8 cursed energy to force its target to make a DC 20 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 the shikigami's next turn. If they fail by 5 or more, they are also Confused until the beginning of its next turn.

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

ACTIONS

Multiattack. The Shikigami makes three attacks: one with its bite and two with its tail. It can replace the bite with flame breath.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 53 (7d12+8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Shikigami can't bite another target.

Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8+8) bludgeoning damage.

Flame Breath (5 Cursed Energy). The shikigami release a large plume of fire from its mouth, all creatures in a 40ft. cone must make a DC 20 Constitution saving throw or take 73 (10d12 + 8) fire damage on failure, on success the creatures take half 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 20 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 that have succeeded the saving throw are immune for 24 hours. Creatures within 20 ft. of the shikigami must make a DC 19 Constitution saving throw, suffering 32 (8d8) thundering damage and be knocked prone on a failure or half as much damage on a success.

Lava Stomp (10 Cursed Energy). The shikigami stomps on the ground and sinks its cursed energy into it melting the ground into molten lava. When the shikigami uses this move it creates a lava pool with a radius of 20ft. with its centre up to 60ft. away from the shikigami. Creatures caught must make a DC 20 Dexterity saving throw or take 105 (15d12 + 8) fire damage on failure, on success they take half damage. Creatures that succeed the saving throw move outside the radius of the lava pool. Lava pools last for 5 rounds or until the shikigami is desummoned, creatures may be shoved into the lava pools, any creature that enters a lava pool subsequent rounds after its creation make a DC 22 Constitution saving throw instead.

BONUS ACTIONS

Cauterised Wounds(1-5 Cursed Energy). The shikigami expends cursed energy to speed up the healing process by cauterising its wounds with fire. For every cursed energy spent the shikigami gains an additional 5 health from its regeneration feature up to a maximum of 35 health regained at the end of its turn. This bonus lasts until the end of its next turn

Cursed Blast of Blows (3 Cursed Energy). After the shikigami uses the Attack action, it can perform two tail strikes as a bonus action.

REACTIONS

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

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 18 Constitution saving throw or take 10d6 fire damage on failure and half on success.

Feats.

Athlete History, Colossal Physique, 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.

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