Nezumi Shikigami
Nezumi Shikigami
STR
10 +0
DEX
14 +2
CON
12 +1
INT
10 +0
WIS
12 +1
CHA
10 +0
The Shikigami's spellsave DC equals the summoner's spellsave DC
Stats at Higher Levels
Strength____(____), Dexterity____(____), Constitution____(____), Intelligence____(____), Wisdom____(____), Charisma____(____)
AC: HP: Speed: Skills: (____) Stealth, (____) Perception Saving Throws: (____) Dexterity, (____) Wisdom Attack Modifier:Special Abilities
Scorned Friend: The Nezumi is able to communicate with any mice or rats Stealth Expertise: Nezumi has advantage on Dexterity (Stealth) checks. Nimble Escape: Nezumi can take the Disengage or Hide action as a bonus action on each of its turns. 2nd-Level Summon: Gains the ability to climb walls and move stealthily on ceilings, +1 to Dexterity. 3rd-Level Summon: Shadowmeld - As a reaction, Nezumi can impose disadvantage on one attack roll against it per short rest. 4th-Level Summon: Gains an additional +2 to Dexterity, and Enhanced Escape - Can move through occupied spaces without provoking opportunity attacks. 5th-Level Summon: Unlocks Shadow Strike - Can make an attack that deals additional force damage when striking from stealth or invisibility. The damage starts at 2d6 force, and increases by 1d6 for each level above 5th. 6th-Level Summon: Greater Evasion - When subjected to an effect that allows a Dexterity saving throw for half damage, it takes no damage on a success and half on a failure. 7th-Level Summon: Gains +3 to Dexterity, Advanced Stealth - Can remain hidden in plain sight if lightly obscured. 8th-Level Summon: Ghostly Step - Once per long rest, can become incorporeal for up to 1 minute. 9th-Level Summon: Ultimate Shadow Form - Gains immunity to non-magical physical damage and can pass through solid objects.Actions
Kunai. The Nezumi can make a ranged weapon attack by throwing its kunai. Attack Bonus: +X (scales with the Nezumi’s proficiency bonus and Dexterity modifier). Range: 20 feet (normal range)/60 feet (long range). Hit: The kunai deals 1d6 + Dexterity modifier piercing damage. For each level the Nezumi is summoned after 1st, the damage increases by 1d6, capping at 9d6 at 9th level summon. Bonus Action Attack. Beginning at 5th-level summoning, the Nezumi gains the ability to make a second kunai attack as a bonus action once per turn. This bonus action attack deals damage based on the same scaling system. Shadow Clone Technique (6th level). As an action, the Nezumi creates up to two shadow clones of itself. These clones are semi-real projections that mirror the Nezumi’s movements and have the following properties:
Bonus Actions
Smoke Bomb (3rd level). As a bonus action, the Nezumi can create a cloud of thick smoke around itself, similar to the effects of the Misty Step spell but with additional thematic flair. The Nezumi teleports up to 30 feet to a location it can see and leaves behind a 20-foot-radius cloud of smoke that heavily obscures the area until the start of its next turn. Creatures inside the smoke are blinded unless they have a way to see through heavy obscurement. This ability can be used once per short or long rest.
Reactions
Substitution Jutsu (4th level). When the Nezumi is hit by an attack or targeted by a spell, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see, leaving behind an illusory duplicate of itself (such as a log or other small object) in its place. The attack or spell hits the substitute instead. This ability can be used once per short or long rest.
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