Eso (JJK-1), Accursed Siege (Jujutsu Kaisen Supplement)
Eso[edit]
Large undead (Near Human Death Painting), lawful neutral Armor Class 19 (unarmored defense)
Saving Throws Str +13, Con +12, Cha +12 Cursed Energy. Eso has 104 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Curse Energy Recovery. Eso regains 1 cursed energy at the beginning of his turns. Brawn. Whenever Eso makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success. Powerful Build. Eso counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Body Owner. Eso has advantage against effects that would change his form Toxic Blood. If Eso's blood comes into contact with a creature, it takes 2d6 necrotic damage at the start of its turns until 1 minute has passed. Necrotic damage from this feature bypasses resistances and immunities. A creature can remove Eso's blood from their body by making a Medicine check against Eso's Toxic Blood DC 18 as an action Blood Mark Eso has a mark on his back that he can generate blood from. When Eso chooses to Energy to Blood through his Blood Mark, he creates 6 blood points per cursed energy spent instead of 3. Blood Connection. Eso is aware of any transformations anyone blood related to him experiences, such as incarnation, death or metamorphosis. Additionally, Eso is aware of their positions relative to him as long as they are within 500 ft. of him. If a blood related family member is currently a Cursed Object, Eso may telepathically communicate with them as long as he is within 5 ft. of them. Blood Connection currently applies to Choso, Kechizu, and Yuji. Cursed Armor. For an amount of Cursed Energy up to 4 and no action required, Eso surrounds himself with cursed energy for one minute. He gains temporary hit points equal to the amount of Cursed Energy spent times 5 for the duration. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. If Eso is unable to use actions for any reason, he cannot use this feature. Curse-Empowered Strikes. Eso's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra acid damage (already included). 50 Metres in 3 Seconds!. Eso can make 2 reactions per round. Energy to Blood. Whenever Eso uses one of his techniques that requires blood points, he may spend additional cursed energy equal to the blood points needed for the technique, creating 3 blood points per cursed energy spent. Rot Technique. All attacks by made Eso with his cursed technique have their damage type changed to acid type damage, additionally whenever a feature from this Technique hits a creature, whether through an attack roll or a saving throw, the target must make a DC 17 Constitution saving throw. On a failure, they take 3d8 additional acid damage, or half as much on a success. Crimson Augment (4 cursed energy, 3 blood points). Once per turn when Eso makes a melee weapon attack, he can augment his strikes with his blood. On a hit, the target takes normal damage plus an additional 2d8 acid damage. Enhanced Power. Eso can add +5 to all damage rolls. Reverse Cursed Technique. Eso has a healing pool of 420 that he can use with his reverse cursed energy. If he is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. Eso can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 5 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest. ACTIONSMultiattack. Eso makes two attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage and 6 (1d12) acid damage. Darkened Blood Manipulation.
Piercing Blood (8 Cursed Energy, 15 Blood Points). Eso focuses blood into a highly pressurized piercing beam that deals massive damage to targets and structures. He pull bloods into his hands and fires it at a target within 60ft of him, making a ranged attack roll with a +10 to hit. On a hit the target receives 10d12 piercing damage. Supernova (4 Cursed Energy, 2 Blood Points). Eso creates small orbs of condensed blood that explode in dozens of piercing blood particles. He creates a small orb of blood that could fit in his hand at an unocuppied space that he can see within 30ft, and it stays there for at maximum 1 minute. The orb explodes, forcing every creature within 10ft. of it to make a DC 20 Dexterity saving throw. On a failure, the creature receives 11d10 piercing damage and is knocked prone. On a success they receive half as much damage and aren't knocked prone. Eso may create up to 5 orbs at once, spending additional Cursed Energy and Blood Points for each, and may choose for them to explode immediately upon creation or manually later as a Reaction to a creature entering it's range of explosion. New Shadow Style: Simple Domain (5 Cursed Energy). Eso surrounds himself with a 15 ft. barrier for 1 minute. The circle has 280 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with his simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Eso must remain still without moving and must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other people inside the area, as it only affects the barrier. Eso's refinement for his Simple Domain is 40. BONUS ACTIONSMartial Arts. When Eso uses his action to make an unarmed strike, as a bonus action he can make another one or a one-handed weapon attack. Cursed Blast of Blows. After taking the Attack action on his turn, Eso can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Eso can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Eso can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn. Decay (4 cursed energy). Eso can target a creature that has failed a saving throw against his Rot Technique or a feature from this technique has hit them in the last minute. He covers them in a floral pattern known to kill opponents in minutes. They gain the poisoned condition and must make a DC 17 Constitution saving throw at the beginning of their turns, receiving 3d8 acid type damage on failure and half that on success. When targeted this way, the Rot Technique instead reduces a creature's maximum Hit Points by the damage it deals, at the end of a long rest the creature's maximum Hit Points return to normal. Eso must spend 2 Cursed Energy at the beginning of his turns to keep it active. This technique can only be deactivated if Eso falls unconscious or if he deactivates it at will. Eso may target up to 5 creatures with this feature. Wing King (10 cursed energy, 10 blood points). Eso forms his blood into two large wings gaining the following benefits for 1 minute:
Eso cannot use this feature and the Decay feature at the same time. Reconstructive Blood. Eso can use his blood as a method of reconstructing his own limbs. For an amount of Cursed Energy depending on the limb and an equal amount of blood points, Eso can recreate a lost limb by making a blood copy of it. It works exactly the same as the original, but every creature he touches or hits with it suffers from his Rot Technique feature. The limb lasts for 1 minute, after which it is destroyed.
Convergence Imitation. Eso compresses and condenses blood to it's absolute limit for 1 minute. During this technique's duration, whenever he uses one of his cursed techniques he can spend up to 5 additional Cursed Energy (and an equal amount of Blood Points) to enhance the technique's potency. For each Cursed Energy he uses, the technique will receive one additional die of damage or 1 additional turn of duration. Additionally, only while Convergence is active, Eso can use the following techniques: Piercing Blood, Supernova. REACTIONSBlood Shield (8 cursed energy, 6 blood points). Eso can create a protective barrier of his blood. When Eso is hit by a melee attack, he can form a shield of blood that absorbs damage equal to the total amount spent times 2. If the shield absorbs all damage, the attacker must make a Constitution saving throw. On a failure, they take 3d8 acid damage and are poisoned. On a success, they take half the damage and are not poisoned. Life to Energy. As a reaction for 10 Cursed Energy when a creature takes damage from his Decay Technique, Eso can make them lose a portion of their energy. The target loses an amount of Cursed Energy equal to ¼ of the damage dealt. If the target has no remaining Cursed Energy, they instead take additional damage equal to the amount they would have lost in Cursed Energy, effectively doubling the damage dealt by the Decay Technique. Additionally, for each creature affected by this feature, Eso regains Cursed Energy equal to half the amount lost, rounding down. |
Jujutsu Sorcerer. Eso has 14 levels in the Jujutsu Sorcerer class. Rot TechniqueBlood Points. Eso's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Eso uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Eso may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique. Blood Crystalization. Eso will gain resistance to acid damage when he activates his Cursed Armor, and is also able to spend Blood Points instead of Cursed Energy to activate it, spending 2 Blood Points per 1 Cursed Energy. When he deals damage with his Cursed Strikes or Curse-Empowered Strikes features, he may change it's damage type to acid. In addition, while his Cursed Energy Armor is activated his unarmed strike damage die tier is increased by 1. Water Dilution. Eso's mastery over rot technique is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Blood Lance, Rotting Surge, Blood Spit, Blood Shield and Reconstructive Blood for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens. Cursed Techniques. When a feature refers to Eso's cursed techniques, it refers to Blood Lance, Rotting Surge, Blood Spit, Blood Shield, Decay, Rot Technique, Crimson Augment, Blood Shield, Wing King and Reconstructive Blood. Eso's Feats. Athlete History, Resilient, 50 Meters in 3 Seconds!, Strong Body, Human Wall, Cursed Biology (Blood Mark, Blood Connection) Basic Barrier, New Shadow Style: Simple Domain Immense Cursed Energy, Overflowing Cursed Energy, Improved Durability. This creature uses the Improved Durability rule. |
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