Ryomen Sukuna (True Form) (Shinjuku Showndown) (Jujustu Kaisen Supplement)

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Ryomen Sukuna[edit]

large humanoid(curse), chaotic evil


Armor Class 66/48 (unarmored defense, bounded accuracy enforcement)
Hit Points 1957 (29d12+1769)
Speed 600 ft


STR DEX CON INT WIS CHA
68 (+29) 68 (+29) 68 (+29) 30 (+10) 26 (+8) 68 (+29)

Saving Throws Str +40, Dex +40, Con +40, Cha +40
Skills Acrobatics +40, Arcana +32, Athletics +51, Deception +51, History +21, Insight +19, Intimidation +51, Medicine +19, Perception +19, Persuasion +40, Religion +21
Senses passive Perception X
Languages
Challenge 40 (1500000 XP)


King of Curses’s Energy
Sukuna has 448 cursed energy. He regains 29 cursed energy for each turn he takes as long as he is in a combat where his life is at risk. Furthermore, he regains 224 cursed energy whenever he takes a short rest, and all his missing cursed energy whenever he takes a long rest. He cannot regain more cursed energy than he is currently missing.

Perfected Cursed Energy Efficiency
Sukuna’s features which cost cursed energy and which can have their costs reduced cost 36 less cursed energy to a minimum of 1. 28 times per long rest, if a feature would be reduced to -x cursed energy cost before this minimum, where x is its cursed energy cost, Sukuna can make it cost 0 cursed energy instead.

True King of Curses
Sukuna has all the features of the Jujutsu Sorcerer Class and Fallen Angel, Cursed Energy Manipulator, and Vow Master Subclasses, including both Perfect Form and Furnace: Open, and the Kyoto and Tokyo Schools(with his actions having every applicable enhancement from both schools simultaneously), as well as every Cursed Energy enhancement feature, and both forms of Cursed Enhanced strikes. He also has the features of the Enlightened One class as if he were level 29 and took every Innovation feature.

ACTIONS

Unarmed Strike Melee Weapon Attack: +40 to hit, 10 ft. range, one target. Hit: 73 (8d10 + 29) bludgeoning damage, plus 22 (4d10) necrotic damage.


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.

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