Akuro-o Otake (Jujutsu Kaisen Supplement)

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Akuro-o Otake[edit]

Large undead (Cursed Spirit), chaotic evil


Armor Class 25 (natural armor)
Hit Points 362 (25d10 + 225)
Speed 60 ft


STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 28 (+9) 10 (+0) 12 (+1) 26 (+8)

Saving Throws Str +16, Dex +14, Con +16
Skills Athletics +16, Intimidation +15, Perception +8
Damage Vulnerabilities Radiant
Damage Resistances poison, cold, fire
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120ft., passive Perception 11
Languages -
Challenge 22 (41,000 XP)


Famous Name. Akuro-o Otake's notorious name invokes fear in the hearts of creatures. At the start of combat, Akuro-o Otake can force all hostile creatures to make a Wisdom saving throw (DC 22). On a failure, the creature is frightened of Akuro-o Otake. They can repeat the saving throw at the beginning of their turns to end the frightened condition. On a success, they become immune to this effect for 24 hours.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Akuro-o Otake. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

Thrill of Battle. When Akuro-o Otake moves towards a creature that is frightened of it, Akuro-o Otake does not use its speed.

Undead Nature. Akuro-o Otake has advantage on saving throws against disease and being poisoned.

Improved Cursed Energy Recovery. Akuro-o Otake regains 4 cursed energy at the beginning of each of its turns.

Cursed Energy. Akuro-o Otake has 70 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest.

Brawn/Evasion/Endurance. Whenever Akuro-o Otake makes a Strength, Dexterity, or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Aura. Effects that restore hit points restore half hit points (rounded down) when cast within 30 feet of Akuro-o Otake. Also, creatures that start their turn within 30 feet of Akuro-o Otake, must make a DC 24 Wisdom saving throw, or be frightened of it for the next hour.

Legendary Resistance (3/Day). If Akuro-o Otake fails a saving throw, it can choose to succeed instead.

Legendary Warrior (6/Day). If Akuro-o Otake fails an attack roll, it can choose to succeed instead.

Impeccable Movement. Akuro-o Otake can move without provoking attacks of opportunity. Additionally, if Akuro-o Otake attacks a creature with advantage, if the attack hits it counts as a critical hit.

Cursed Distortion. Any creature attempting to use a cursed technique against Akuro-o Otake must succeed on a DC 22 Constitution saving throw, or else it fails. Additionally, Akuro-o Otake's attacks count as magical.

Reactive. Akuro-o Otake can take one reaction on every turn in combat.

ACTIONS

Multiattack. Akuro-o Otake makes three Axe attacks.

Axe. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 9) slashing damage.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage + 6 (1d12) necrotic damage.

Absolute Darkness(8 Cursed Energy). Cursed darkness spreads from a point Akuro-o Otake chooses within 200 feet to fill a 100-foot radius sphere for the next hour. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non-cursed light can't illuminate it.

Storm of Havoc(15 Cursed Energy). A storm made up of sheets of roaring flame and lashing lightning appears in a location Akuro-o Otake chooses within 200 feet of it. The area of the storm consists of up to ten 10-foot cubes, which Akuro-o Otake can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make DC 19 Dexterity saving throw. It takes 55 (10d10) fire damage and 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Domain Expansion(30 Cursed Energy). Akuro-o Otake conjures its Domain Expansion.

BONUS ACTIONS

Advanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 10 times the amount spent.

Cursed Blast of Blows. Immediately after taking the Attack action on their turn, Akuro-o Otake can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Akuro-o Otake can spend 3 Cursed Energy to take the Dodge action as a bonus action on its turn.

Cursed Wind Step. Akuro-o Otake can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled until the end of Akuro-o Otake's turn.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, the curse uses its Advanced Regeneration.

Cursed Armor. As a bonus action or reaction Akuro-o Otake can spend up to 8 cursed energy to grant him 5 temporary hit points per energy spent for 1 minute. He cannot do this again until these temporary hit points run out or 1 minute passes.

Cursed Enhanced Body. Whenever Akuro-o Otake makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to its Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.

Demon God. When Akuro-o Otake reduces a creature to 0 hit points, it can take its multiattack action again.

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.

Attack. Akuro-o Otake makes a Axe attack.

Stomp (Costs 2 Actions). Akuro-o Otake stomps the ground. Creatures within 60 feet of it are pushed back 30 feet and must make a DC 19 Dexterity saving throw. On a failure they are knocked prone and take 32 (3d10+16) bludgeoning damage. On a success, they take half as much damage.

Summon Storm (Costs 2 Actions). Akuro-o Otake uses its Storm of Havoc action.

akuro-o-otake-strongest-special-grade-curses.jpg
Akuro-o Otake, a Cursed Spirit Special Grade[[1]]

Akuro-o Otake is one of the 16 special-grade curses cataloged by the world. It is a rebel spirit. Kenjaku used it in his battle against Takaba. Its abilities have not been shown, so this is all speculation.


Domain Expansion: The Demon God's Realm

When Akuro-o Otake activates its domain, it instantly traps one creature that it chooses within range inside a barrier with a radius of 165 ft. The domain itself is a training ground befitting the theme of the battle curse's abilities. While inside the domain Akuro-o Otake and the chosen creature must battle. Both Akuro-o Otake and the creature remain there until one of them is reduced to 0 hit points or the domain ends.

Refinement Points. Akuro-o Otake's domain refiniment points are 200.

Domain Durability. Its domain has 700 hit points.

Barrier Resistance. As part of expanding its domain, Akuro-o Otake may decide if it wants to make it's barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend additional 5 cursed energy when expanding it's domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Jujutsu Sorcerer

Akuro-o Otake has 20 levels in the jujutsu sorcerer class, and has the following Cursed Feats:

Resilient(x3)

Immense Cursed Energy

Overflowing Cursed Energy

Cursed Enhanced Body

Cursed Technique: Dark God

Akuro-o Otake has the dark god cursed technique. The following is part of Akuro-o Otake’s cursed technique:

Traits

Cursed Distortion

Actions

Absolute Darkness

Storm of Havoc

Domain Expansion

Legendary Actions

Summon Storm

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