Ice Wolf Shikigami[edit]
Ice Wolf Shikigami[edit]
Gargantuan monstrosity (shikigami), unaligned
Armor Class 20 (natural armor)
Hit Points 391 (27d20 + 108)
Speed 60 ft.
Saving Throws Str +14, Dex +10, Con +10, Cha +11 Skills Perception +8, Stealth +10, Survival +8 Damage Immunities cold
Senses passive Perception 18
Languages understands it's master's languages, but can't speak.
Challenge 18 (20,000 XP)
Cursed Energy. The Winter Wolf has 55 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.
Improved Cursed Energy Recovery. The Winter Wolf regains 3 cursed energy at the beginning of it's turns.
Invisible Force. The Winter Wolf 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.
Keen Hearing and Smell. The Winter Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Winter Wolf 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.
Magical Weapons. The Shikigami's attacks are considered magical
Ice Nature. The Winter Wolf does not suffer from any conditions caused by snow, ice, cold or blizzards, such as illnesses, difficult terrain, exhaustion, or obstruced sight. It also has advantage on Dexterity (Stealth) checks made to hide in snowy terrain, and has a blindsight of 120 ft. as long as it is in this type of environment. The Ice Wolf may grant these benefits to it's master as long as they are within 30 ft. of each other.
Regeneration. The Winter Wolf regains 20 hit points at the beginning of it's turns as long as it still has cursed energy and at least 1 hit point.
Snow Storm. When the Winter Wolf is reduced to 200 hit points, a strong blizzard is formed around it in a 120 ft. radius, blocking any creatures inside it sight's to the point they can no longer see further than 30 ft. away. This blizzard counts as cold environment for the Winter Wolf's Ice Nature feature.
ACTIONS
Multiattack. The Ice Wolf makes one Bite and two Claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 31 (4d12+8) piercing damage and 10 (2d10) cold damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d12+8) slashing damage and 10 (2d10) cold damage.
Frost Ring (5 Cursed Energy). The Winter Wolf creates a thin layer of ice on the ground around it in a 30 ft. radius, which then erupts upwards to trap creatures. Every creature that the Ice Wolf chooses in the area must make a DC 18 Strength saving throw, suffering 28 (7d8) cold damage and being restrained on a failure, or only half as much damage on a success. The creature may repeat the saving throw at the end of it's turns, ending the condition on a success.
Frost Charge (7 Cursed Energy). The Winter Wolf doubles it's movement speed and runs in a straight line. Each creature that the Ice Wolf enters the space of during this dash must make a DC 18 Dexterity saving throw, receving 5 (1d8) bludgeoning damage and 5 (1d8) cold damage for every 10 ft. the Ice Wolf travelled before hitting them.
Cold Breath (15 Cursed Energy). The Winter Wolf exhales a blast of freezing wind in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 80 (20d8) cold damage on a failed save, or half as much damage on a successful one.
Ice Rain (10 Cursed Energy). The Winter Wolf howls in an echo, creating sharp ice fragments from the sky at various points. Each creature in a 60 ft. radius chosen by the Ice Wolf must succeed on a DC 18 Dexterity saving throw, taking 8 (2d8) piercing damage and 15 (5d6) cold damage on a failure or half as much on a success,
BONUS ACTIONS
Cold Wind (3 Cursed Energy). The Winter Wolf takes the Disengage or the Dodge Action. If it is in an environment as described in the Ice Nature feature, it does so without expending cursed energy.
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.
Swift Movement. The Winter Wolf moves up to it's movement speed.
Claw. The Winter Wolf makes a Claw attack.
Frost Charge. The Winter Wolf uses it's Frost Charge.
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The Winter Wolf Shikigami, standing above an artic valley watching the aurora borealis.
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The Winter Wolf shikigami is a white, towering wolf, that appears to be made out of ice and snow. It is non-hostile towards humans, and it wanders cold places with the natural instinct to protect such environments.
Not Cannon. The Winter Wolf 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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Itsumade Shikigami[edit]
Itsumade[edit]
Large (Shikigami), unaligned
Armor Class 18 (natrurel armor)
Hit Points 121 (11d10 + 66)
Speed 25ft walking, 50ft flying
Saving Throws Dex +7, Con +7, Wis +4 Skills Acrobatics +7, Athletics +9, Intimidation +5, Medicine +4, Stealth +7 Damage Vulnerabilities Magical Piercing Damage Resistances Non magical, Bludgeoning and Slashing, Cold, Fire Condition Immunities Restrained
Senses passive Perception 10
Languages Understands it's master's languages but can't speak.
Challenge 11 (7,200 XP)
Cursed Energy. Itsumade has 27 cursed energy it can spend to fuel its abilities. ALl of the shikigami's cursed energy get replenished in a long rest.
Cursed Energy Recovery. At the start of every of shikigami's turns it channels cursed energy through its wings regaining 1 curse energy.
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
50 Meters In 3 Seconds! Itsumade can perform two reaction per turn, instead of one.
Wings of Lions. If Itsumade has made an attack action while in the air, it will be fueled by battle focus giving it the ability to stay in the air for another turn. Upon using this feature it will gain something called a Rage point. Whenever it gets three or more Rage Points they will turn into one exhaustion point. This shikigami is born to battle, making it perfect for flying combat, when whenever this shikigami is flying and is within a 30ft radius around a target, all of Itsumade attacks will be faster and stronger. Any ranged attacks will become a DC17 Dexterity saving throw, and all of its melee attacks will gain +3 exstra to hit if the attack is towards the target.
Eerie Bird. Itsumade i always surrounded by a aura of fear and diseases, Giving it black spots on its wings, talons, beak and even its fur and feathers. Upon making contact with its body, any creature will take 13 (2d6+6) posion damage. This damage will also be inflicted on its ranged weapon attacks using it feathers, The posion damage from Itsumade cant be reduced, resisted and goes through immunities makeing them resistenses. The Posion upon contact with another creature will turn to a thicker liquid like supstens giving the creature a penalty of -3 on Dexterity saving throws and a -3 on Strength saving throws. And whenever they move more then 20ft in a turn they will need to make a Constitution saving throw not to be poisoned for one minut, they can make a Constitution saving throw on each of their turns to stop being poisoned.
Black Dust When the shikigami gets bellow half hitpoints it will alter its form giving it new benefits. This can only happen once each week.
Predator Over Prey Whenever a creature misses a melee attack on the shigigami, Itsumade may make a Intimidation check against the creatures Wisdom score, if Itsumade successeeds the target will become frightened for one turn.
ACTIONS
Multi Attack. The shikigami makes an attack with its Talons and one with its Feather Shot.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Feather Shot. Ranged Weapon Attack: +7 to hit, ranged 75 ft., one target. Hit: 17 (6d6 + 4) piercing damage.
Dive. The Shikigami drops down from the sky dealing 1d8 piercing per 10ft it falls down, upon landing it deals 1d4 blugdeoning damage per 15ft it falls, this blugdeoning damage shoots out in a 20ft radius around the shikigamis. it may only do this once each turn
Black Fog (8 Cursed Energy). From the fur of the shikigami a thick and a eerie black mist will surounds the shigigami, all creatures that is´nt the shigigami in a 30ft radius around the itself will take 3d10 poison damage, the Black fog will last two turns after being unleased. every turn every creaure inside the fog that is´nt the shigigami will take 3d4 Acid damage.
Horror Breach(3 Cursed Energy) Itsumade stands up and uses cursed energy to make a roar, every creature in a 20ft cone infront of the shikigami will need to make a Dexterity saving throw or take 18 (3d8+4) psychic damage + 6 (2d4) Thunder damage. And then make a Wisdom saving throw not to be frighted
BONUS ACTIONS
Dive. The Shikigami drops down from the sky dealing 1d8 piercing per 10ft it falls down, upon landing it deals ad4 blugdeoning damage per 15ft it falls, this blugdeoning damage shoots out in a 20ft radius around the shikigamis it may only do this once each turn
Black Fog (14 Cursed Energy). From the fur of the shikigami a thcik and a eerie black mist surounds the shigigami, all creatures that is´nt the shigigami in a 30ft radius around the shikigami will that 3d10 poison damage, the Black fog will last two turns after being unleased. every turn every creaure inside the fog that is´nt the shigigami will take 3d4 Acid damage. At the begining of each creatures turn if they have taken damage from the Black Fog they need to make a DC18 Constitution saving throw not to be poisoned
Double Feather Shot. Ranged Weapon Attack: +7 to hit, range 75 ft., two targets. Hit: 17 (6d6 + 4) piercing damage.
REACTIONS
Feather Storm. The Shikigami cover it self in wings gains +3 armor class until next turn,.
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Alternet Form: Winged Pest
Itsumade Changes form cemoning a black cerature with wings, the aura that surrounded it before with fear and diseases, has now tured to a black-ish fog that block light from enetering and leaving. Itsumade's new form gives it the ability to shoot out the poisones gasses as slugde.
Additionally, Itsumade gains the following benefit while inside Altered Form:
- Itsumade can use: Black fog as a free action but costing 20 Cursed Energy
- All Itsumade poison from Eerie Bird will go from 13 (2d6+6) posion damage to 26 (3d10+12) posion damage.
Black Spit When the target comes inside a 10ft radius around a creature it can spit a back slugde, the slugde upon contact with the creature will cause the creature to make a Constitution saving throw not to be blinded for 5 turns. ( no action required)
Abnormal Curse Energy When hitting a target with a attack useing curesed energy, the target will need to make a Constitution saving throw on a failure they will take 3d4 acid damage. on a successful they wil atke 1d4 acid damage.
Increased Potency. The gasses that surround Itsumade makes it easier to fly, increasing the flying speed by 20ft in addition its Horror Breach will do 3 additional psychcic damage dice.
Feats Itsumade's cursed feats are:
50 Meters In 3 Seconds!, Untraceable Speed, Strong Body
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Lunar Lion Shikigami[edit]
Lunar Lion[edit]
Large monstrosity (shikigami), unaligned
Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 60 ft.
Saving Throws Str +9, Dex +9, Con +7 Skills Acrobatics +9, Athletics +9, Perception +5, Stealth +9 Damage Resistances bludgeoning, slashing and piercing from non-magical attacks Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15
Languages understands it's master's languages, but can't speak.
Challenge 12 (8,400 XP)
Cursed Energy. The Lunar Lion has 24 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.
Cursed Energy Recovery. The Lunar Lion regains 1 cursed energy at the beginning of it's turns.
Invisible Force. The Lunar Lion 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.
Keen Smell. The Lunar Lion has an advantage on Wisdom (Perception) tests that rely on smell.
Pack Tactics. The Lunar Lion has advantage on an attack rolls against a creature if at least one of the lion's allies is within 5 feet of the creature, and the ally is not incapacitated.
Evasion. When the Lunar Lion 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.
Pounce. If the Lunar Lion moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the lion can make a bite attack against it as a bonus action.
Running Leap. With a running start of 10 feet, the Lunar Lion can make a long jump of up to 25 feet.
Magic Weapons. The attacks of the Lunar Lion are magical.
Cursed Sight. The shikigami can see through magical darkness.
Cursed Strike. Before making an unarmed strike, the Lunar Lion may spend up to 4 cursed energy to empower it's next strike. This enhancement lasts until its hits a creature with it's unarmed strike, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per point spent. It can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike, instead of beforehand. It can only use this enhancement again after it has ended.
ACTIONS
Multiattack. The Lunar Lion makes three attacks: one with it's Bite and two with it's Claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6+5) slashing damage.
Darkness (5 Cursed Energy). The Lunar Lion casts the Darkness spell.
BONUS ACTIONS
Swift Action (3 Cursed Energy). The Lunar Lion takes the Dash, Disengage or Dodge action. The Cursed Energy cost of this is reduced to 1 when the Lunar Lion reaches it's Half stage, and to 0 when it's Full stage.
REACTIONS
Lunar Veil (2 Cursed Energy). When taking damage from a source that it can see, the Lunar Lion mommentarily wraps itself around a layer of moonlight, reducing it by 30.
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Lunar Lion in it's first stage, crescent [1]
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Lunar Stages
The Lunar Lion shikigami has four stages. In it's neutral state, or whenever it is summoned, it is at it's Crescent stage. Whenever the Lunar Lion is reduced to 0 hit points, it instead switches to it's next stage, recovers all of it's hit points and half of it's Cursed Energy, from Crescent to Half, Full and finally Waning. When switching stages, the shikigami gains new benefits, and keeps all of the benefits of it's previous stages. It only is defeated once it is reduced to 0 hit points in it's Waning stage.
Half Stage.
- The shikigami gains a +1 bonus to it's AC
- The damage die tier of it's Bite and Claw attacks increase by 1
- It gains 30 ft. of movement speed
Full Stage.
- The shikigami gains a +2 bonus to it's AC
- The damage die tier of it's Bite and Claw attacks increase by 1
- It regains 1 more cursed energy at the beginning of it's turns
- When the shikigami uses a cursed strike, creatures of it's choice within 5 feet of the impact take a number of d12 of necrotic damage equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect.
Waning Stage.
- It gains 30 ft. of movement speed
- It gains a climbing and swimming speed equal to it's walking speed
- Whenever it moves, it can choose to spend 1 cursed energy to instead disappear and reappear in any location within it's movement speed, as long as that location is lightly obscured or under darkness. This movement does not provoke opportunity attacks.
Feats. The shikigami has the following feats:
50 Meters in 3 Seconds!, Untraceable Speed
Not Cannon. The Lunar Lion 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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Negating Overlord Kanshu[edit]
Negating Overlord Kanshu[edit]
Medium monstrosity (shikigami), neutral
Armor Class 24 (Natural Armor)
Hit Points 525 ((50d10 + 250))
Speed 60 ft., 60 ft. fly
Saving Throws Str +13, Dex +11, Con +11, Cha +13 Skills Animal Handling +12, Arcana +8, Athletics +13, History +8, Perception +18 Damage Resistances cold, fire, bludgeoning, piercing and slashing Damage Immunities poison, lightning
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 60 ft.
Challenge 20 (25,000 XP)
Cursed Energy. Kanshu has 47 cursed energy which he can use to fuel his abilities. All of his cursed energy is replenished when he makes a long rest.
Cursed Energy Recovery. Kanshu regains 1 cursed energy at the beginning of his turns. This cannot go above his maximum.
Curse Absorbing Field. Kanshu is cloaked in a protective field that absorbs incoming cursed energy. When it is the target of a cursed technique or is in the area of effect of one, it will make a Constitution saving throw. The DC equals 10+ 1/2 Cursed Energy used on the technique before reductions. On a successful check, the technique has no effect on Kanshu and is absorbed. Kanshu then heals health equal to 3 times the cursed energy absorbed, and regains cursed energy equal to the amount absorbed. Kanshu cannot absorb a Domain Expansion.
Curse Resistance. Kanshu has advantage on saving throws against cursed techniques and other cursed effects.
Cursed Attacks. Kanshu's attacks are considered magical.
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.
Lightning Energy. Whenever Kanshu deals necrotic damage, he may choose to deal lightning damage instead.
Cursed Strike. Before making a Claw attack, Kanshu may spend up to 6 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with it's Claw attack, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per point spent. It can also use this in response to rolling a natural 20 on an attack roll with a Claw attack, instead of beforehand. It can only use this enhancement again after it has ended. Additionally when using this feature, creatures of it's choice within 5 feet of the impact take a number of d12 of necrotic damage equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect.
Lightning Chain. Whenever Kanshu deals lightning damage to a creature, he can choose for the lightning to jump to another creature within 30 ft. in a chain reaction, dealing 10 lightning damage. A creature can only take this damage once from the same chain.
ACTIONS
Multiattack. Negating Overlord Kanshu makes three Claws attacks or two Lightning attacks.
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d12+7) slashing damage plus 7 (2d6) necrotic damage.
Lightning Bolt. Ranged Cursed Energy Attack: +13 to hit, range 120 ft., one target. Hit: 31 (6d8+7) lightning damage. If Kanshu rolls a nat 20 with this attack the creature is stunned until the beginning of their next turn.
Curse Absorption. Kanshu can absorb an ongoing cursed technique effect or cursed energy that he can see within 30 ft. To do so he needs to make a Constitution saving throw. The DC equals 10+ 1/2 Cursed Energy used before reductions. The effect then ends and Kanshu heals 3 health for every cursed energy used in the effect ended, and regains cursed energy equal to the amount absorbed. This cannot absorb a Domain Expansion.
Command Lightning (15 Cursed Energy). Kanshu conjures a large and powerful lightning to fall from the sky in a point where he can see within 60 ft. All creatures in a circle centered on that point with 20 ft. radius need to make a DC 21 Dexterity saving throw. On a failure, they take 100 (20d10) lightning damage, 24 (8d6) thunder damage and are deafened for 1 minute. Creatures affected may repeat the saving throw at the beginning of their turns to end the condition. On a success, they take half as much damage. During lightning storm weather, Kanshu may use this feature as a bonus action.
REACTIONS
Curse Absorption. As a reaction when seeing a cursed technique being used within 30 ft., Kanshu can use his Curse Absorption.
LEGENDARY ACTIONS
The Kanshu 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 Kanshu regains spent legendary actions at the start of its turn.
Attack. Kanshu makes one Claw attack.
Move. Kanshu moves up to its movement speed.
Curse Absorption. Kanshu uses their Curse Absorption ability.
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Negating Overlord Kanshu channeling lightning, [[1]]
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The Negating Overlord Kanshu is a powerful shikigami that resembles a large fox, with sharp claws, feathery wings, a white mane, blue brilliant eyes with no pupils and an equally blue and brilliant symbol of a spiral on his forehead. He has the power do negate and absorb abilities techniques originated from cursed energy, healing and further fueling himself with it, and can also conjure strong columns of electricity from the skies to pulverize his foes.
Feats.
Athlete History, Cursed Energy Explosion and Improved Cursed Energy Output.
Not Canon The Negating Overlord Kanshu 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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Raijū Living Lightning Shikigami[edit]
Large monstrosity (shikigami), unaligned
Armor Class 18 (natural armor)
Hit Points 323 (34d10 + 136)
Speed 80ft walking, 60ft flying
Saving Throws Str +6, Dex +12 Skills Acrobatics +12, Arcana +5, Intimidation +12, Perception +6 Damage Vulnerabilities Bludgeoning from magical attacks Damage Resistances Cold, Thunder, Piercing and Slashing from Nonmagical Attacks. Damage Immunities Lightning Condition Immunities poisoned, paralyzed, frightened, slowed
Senses passive Perception 15
Languages understands it's master's languages, but can't speak.
Challenge 17 (18,000 XP)
Cursed Energy. Raijū has 58 cursed energy that it can use to fuel its abilities. Its cursed energy is replenished at the end of a long rest.
Improved Cursed Energy Recovery. Raijū regains 3 cursed energy at the beginning of its turns.
Invisible Force. Raijū 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.
Magical Weapons. The Shikigami's attacks are considered magical
Ride The Lightning When Raijū gets summoned a lightning strike happens where it spawns, every creature in a 10ft radius around where Raijū gets summoned makes a DC19 Dexterity saving throw. On a failure, they take 24 (4d8+6) lightning damage and make a DC19 Constitution saving throw not to be paralyzed for 2 turns. If they succeed the Dexterity saving throw, they take half and don't make the Constitution saving throw.
Roar Of Thundering Clouds When Raijū is flying it can use up to 3 cursed energy to have any ranged attack dealing lightning damage, do an extra 13 (1d12+6) thunder damage per cursed energy spent on Roar OF Thundering Clouds. Raijū gathers thundering clouds to screech while lighting shoots out.
Bolt Rush Whenever Raijū takes the dash action, it gains +25ft movement speed, and can take the dodge action as a reaction while dashing. While Bolt Rush is used opportunity attacks toward Raijū will have disadvantage.
Shocking Claws When dealing damage with its claws it can make a blue glow appear around the claws, the claws will deal and extra 13 (1d12+6), Raijū can only use this 3 times per long rest.
Banshee Right after one of Raijū Bite attack deals damage, it can scream, this deals 6 (3d4) thunder damage, an the attacked creature makes a DC 19 Constitution saving throw, if the creature fails, the become deafened for 2 turns.
50 Meters In 3 Seconds. Raijū have gone through training helping it to move faster, and the shikigami will have two reactions instead of one in each round of combat.
Untraceable Speed. The Shikigami has 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. 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 roll 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 is a critical hit.
ACTIONS
Multi Attack' Raijū makes 3 Claw attacks, but can switch one of the mouth for a Bite or Bolt.)
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Bolt(7 Cursed Energy). Ranged Attack: +11 to hit, range 25 ft., one target. Hit: 25 (2d12 + 12) lightning damage + 10 (2d4+6) thunder damage.
Voltage(10 Cursed Energy). Raijū fills its body with lightning, and the shikigami will gain 30ft extra movement on each of its turns for 1 minute. While Voltage is up Raijū gains all the listed benefits:
- When making a melee attack it gains + 4 to hit
- Gains a Lighting coat, +2 Armor class
- Can Howl as a bonus action, dealing 21 (2d8+12) thunder damage in a 30ft cone in front of it.
- Gains advantage on Dexterity saving throws
Thunder Strike(6 Curse Energy) Creates a Lighting bolt that lands on Raijū, Raijū heals 8 (1d4+5) hitpoints, and every creature in a 20ft radius around Raijū will make a DC19 Dexterity saving throw. If they fail they take 12 (2d10) lightning damage.
BONUS ACTIONS
Crusher Gnaw Raijū lunges out towards a target in movement speed, upon getting close it uses lightning to enhance the body. The target creature makes a DC19 Constitution and Dexterity save. If they fail the Dexterity save they take 18 (3d10) lightning damage. And if they fail the Constitution save, they become slowed for one round.
Afterimage Assault As a bonus action, Raijū can spend cursed energy up to 12 cursed energy to create 6 clones with 1 HP. These clones can grant flanking and stay within half their movement speed. Once per round, Raijū may swap with a clone as a bonus action or reaction to an attack or saving throw. Creatures can identify clones with a Wisdom Insight check against a DC19. They have advantage if they have Cursed Energy Tracker.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) peircing damage.
REACTIONS
Sky Scream The Shikigami creates clouds that rumble with thunder. The next turn when anything will deal thunder damage, it deals two damage dice more.
Quick Paws Upon taken damage from a source, the first time each turn, Raijū can use a reaction move 10ft to the right or left, While Quick Paws is active Raijū won't trigger opportunity attacks.
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Raijū is the embodiment of lightning into an animal form. It has long, sharp claws and ferocious faces. Generally, It is thought to look like a wolf climbing the sky and riding on lightning. This Shikigami is strong and hard to tame, but it is loyal and a very good curse killer. many have tried to tame it, but the shikigami only wants metal. It mostly gets this from blood or from eating the armor of killed foes. It can fly by climbing on the clouds it creates.
Non-Canon Raijū 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 the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.
Feats this is all Raijūs feats.
50 Meters In 3 Secounds!, Untraceable Speed Afterimage Assault
Immense Cursed Energy, Improved Cursed Energy Output
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Sarcosuchus Shikigami[edit]
Sarcosuchus Shikigami[edit]
Huge monstrosity (Shikigami), chaotic evil
Armor Class 19 (natural armor)
Hit Points 260 (20d12+130)
Speed 25 ft., 40 ft. swim
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 1d8 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: 17 (3d6 + 6) piercing and 6 (1d10) 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 34 (8d6 + 6) slashing and 34 (8d6 + 6) piercing damage to the target, and if the Bite attack that initially started the grapple was aimed at a limb, that limb is immediately 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: 21 (3d12 + 6) bludgeoning and 6 (1d10) necrotic damage. The target must make a DC 18 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.
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The Sarchosuchus Shikigami
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- 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.
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Shikigami[edit]
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