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Jikininki

Jikininki
Image © Carlos Eulefi. Accessed via his deviantart page

This pot-bellied, gray skinned humanoid reeks of death. Its muscular arms end in thick claws and tusks protrude from its mouth.

Taken from Creature Codex

The undead known as jikininki are grotesque carrion feeders, obsessed with consuming fresh human corpses. Although they frequently lurk in graveyards, battlefields and other places where such are forthcoming, they feel no compunctions about creating their own corpses through murder and mayhem.

They are created from the bodies of cruel and petty humanoids that enriched themselves at the expense of others. This metaphorical feeding becomes a literal feeding after death, and the jikininki feels continuous hunger, even when well fed.

Although they are somewhat stupid, they possess a low cunning which they supplement with their magical abilities to disguise themselves as the living. Many use this ability to lull victims into a false sense of security before striking.

Bearing some similarities to ghouls and gaki, jikininki find themselves unable to work with or among these undead.

Ghouls despise the strong but dim-witted jikininki, using them as cannon fodder at best and assaulting them en masse at worst.

Gaki are typically too obsessed with their own hunger to pay jikininki much mind, although some gaki become fixated on eating other flesh-eating undead—a situation which usually ends poorly for the jikininki.

They are typically solitary, but some do find solace in cooperating with others of their own kind—some remote cemeteries are run by whole families of jikininki masquerading as morticians in order to prey on corpses and mourners alike.

Jikininki vary in size as humans do, although all bear thin limbs and swollen bellies as if profoundly malnourished.


Jikininki

Jikininki2
Midjourney

Medium undead, lawful evil

Armor Class 15 (natural armor)

Hit Points 52 (8d8 + 16)

Speed 30 ft., burrow 15 ft.

Abilities:

STRDEXCONINTWISCHA
16 (+3)11 (+0)9 (-1)9 (-1)14 (+2)

Saving Throws Wis +3, Cha +4

Skills Bluff +4, Deception +4, Perception +3, Stealth +4

Damage Resistances cold, necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands Common but can’t speak

Challenge 3 (700 XP)

Special Traits:

  • Undead Fortitude. If damage reduces the jikininki to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the jikininki drops to 1 hit point instead.
  • Magic Resistance. The jikininki has advantage on saving throws against spells and other magical effects.
  • Iron Claws. The jikininki’s claws ignore the first 5 points of hardness an object possesses. It can also use its burrow speed to dig through stone, although it treats this as difficult terrain.

Actions:

Multiattack. The jikininki makes two claw attacks and one bite attack.

  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Carrion Breath (Recharge 5-6). The jikininki exhales a 15-foot cone of noxious fumes. Each creature in the area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Any creature that fails the saving throw is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Alter Self (3/Day). The jikininki can cast alter self without using a spell slot.

Gaseous Form (1/Day). The jikininki can cast gaseous form without using a spell slot.

Jikininki               CR 3

Jikininki  
Midjourney

XP 800
LE Medium undead
Init +4; Senses darkvision 60 ft., Perception +6, scent
Defense
AC 
15, touch 10, flat-footed 15 (+5 natural)
hp 26 (4d8+8)
Fort 
+3, Ref +3, Will +5
DR 5/magic
Immune undead traits

Offense

Speed 30 ft., burrow 15 ft.
Melee 
2 claws +6 (1d6+3), bite +6 (1d6+3)
Special Attacks carrion breath
Spell-like Abilities 
CL 4th, concentration +6
3/day—alter self
1/day—gaseous form

Statistics

Str 16, Dex 11, Con -, Int 9, Wis13, Cha 14
Base Atk +3; CMB +6; CMD 16
Feats Improved Initiative, Step Up
Skills 
Bluff +6, Disguise +7, Perception +6, Stealth +11; Racial Modifiers +4 Stealth
Languages 
Common
SQ iron claws

Ecology

Environment any land or urban
Organization solitary, pair or mourning party (3-8)
Treasure 
standard

Special Abilities

Carrion Breath (Su) As a standard action, they can breathe a 15 foot cone of noxious fumes. Any creature in the cone must succeed a DC 14 Fortitude save or be sickened for 1d4+1 rounds and take 1d4 points of Strength damage. A successful save reduces the sickened effect to 1 round and negates the Strength damage. They can use its carrion breath three times a day, but must wait 1d4 rounds between uses. The save DC is Charisma based.

Iron Claws (Ex) Their claws ignore the first 5 points of hardness an object possesses. It can also use its burrow speed to dig through stone, although it treats this as difficult terrain.

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