Ganesha (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Ganesha[edit]

Gargantuan undead (Cursed Spirit), chaotic evil


Armor Class 24 (17 if at 0 cursed energy) (natural armor)
Hit Points 805 (46d20 + 322)
Speed 80 ft, fly 80 ft


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 24 (+7) 12 (+1) 14 (+2) 24 (+7)

Saving Throws Str +14, Con +14, Cha +14
Skills Arcana +8, Athletics +14, Intimidation +21, Perception +16, Persuasion +14, Religion +8
Damage Vulnerabilities Radiant
Damage Resistances poison, psychic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Stunned, restrained, poisoned
Senses Darkvision 160 ft., passive Perception 28
Languages all, telepathy 150 ft.
Challenge 23 (50,000 XP)


Cursed Energy. Ganesha has 143 cursed energy. All of its cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. Ganesha regains 3 cursed energy at the beginning of each of its turns.

Famous Name. Ganesha's notorious name invokes fear in the hearts of creatures. At the start of combat, Ganesha can force all hostile creatures to make a DC 27 Wisdom saving throw. On a failure, the creature is frightened of Ganesha. 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 Ganesha. 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.

Hard to Kill(2/Long Rest). If Ganesha is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill him outright. It may recharge one use of this over the course of a short rest.

Undead Nature. Ganesha has advantage on saving throws against disease and being poisoned.

Cursed Attacks. Ganesha's attacks are magical.

Endurance. Whenever Ganesha makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Secondary Arms. Ganesha counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it have these secondary arms. It can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using its arms has its damage die reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, it may reduce the action cost of a technique feature by 1.

Fearsome Appearance. Ganesha gains advantage on all checks and saves to resist the frightened or charmed conditions. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation. It cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw.

Superior Musculature. Ganesha have advantage on all Strength-based ability checks and saving throws, and its capacities are tripled. Additionally its jump distance is doubled, and it have advantage on Strength (Athletics) checks made to jump or climb.

Improved Body Functions. All radiant damage that Ganesha receives is reduced by 17.

Trampling Charge. If Ganesha moves at least 20 feet in a straight line toward a creature and then hits it with a Tusks attack, the creature must succeed on a DC 22 Strength saving throw or be knocked Prone. On a failed save, Ganesha can make a bonus action stomp attack.

Additionally, whenever Ganesha uses part of its cursed technique that teleports something, it may spend an additional 20 Cursed Energy to move it to a point it knows of instead of the technique’s normal range.

Cursed Armor. Ganesha can spend up to 7 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Ganesha can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0 (No action required). Ganesha gains damage resistance to 2 damage types when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to itself using Cursed Armor. While its cursed armor is active, it regains 16 temporary hit points at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor it can have.

Cursed Strikes. Before making an unarmed strike, Trunk, Tusks, or Stomp attack, Ganesha may spend up to 7 Cursed Energy, adding d8 Necrotic damage to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Ganesha hits a target or 1 minute passes. Ganesha’s cursed strikes also deal an additional 10 damage. This bonus can be doubled by spending 4 Cursed Energy.

Curse-Empowered Strikes. Ganesha’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 1d12 extra force damage (already included).

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Ganesha can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 4. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 50 ft.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 10 rounds.

Colossal Physique. Ganesha can add it's proficiency bonus to all Strength checks even if it was already adding it before, Ganesha may also give itself advantage on a Strength check or saving throw up to 8 times per long rest.

Taijutsu Sorcery. Once per round, Ganesha can make an unarmed strike with advantage. If it already had advantage on an unarmed strike, it raises the critical hit range for the attack by 1.

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

ACTIONS

Multiattack. Ganesha makes three Stomp, Trunk, Tusks, or Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage + 6 (d12) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +14 to hit and the Necrotic damage decreases to 6 (d12).

Trunk. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage + 6 (d12) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +14 to hit and the Necrotic damage decreases to 6 (d12).

Tusks. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage + 17 (2d12+4) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +17 to hit and the Necrotic damage decreases to 6 (d12).

Additionally after Ganesha lands an attack using its tusks, it may forgo its ability modifier from the damage roll to attempt a grapple or shove against the creature it attacked as apart of the same action.

Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage + 17 (d12+4) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +14 to hit and the Necrotic damage decreases to 6 (d12).

Obstacle Removal (1+ Cursed Energy) As an action, Ganesha is able to remove an object that is standing in its way. The cost of this feature depends on the size of what Ganesha is attempting to remove. The costs can be found in the following table:

Object Size Cursed Energy Amount
Tiny Object 1 Cursed Energy
Small Object 3 Cursed Energy
Medium Object 6 Cursed Energy
Large Object 9 Cursed Energy
Huge Object 12 Cursed Energy
Gargantuan Object 25 Cursed Energy

Whenever Ganesha removes an object, it is teleported out of its way. When you use this feature to remove a structure or object, you must choose a point within 600 feet of where it originally was located to reappear.

In order to remove large structures, Ganesha must use an action for every turn in a minute. It may spend additional actions each turn to lower the amount of time needed, with every action spent reducing the time by 6 seconds or 1 round. If Ganesha completes the full minute of actions, then it can spend the corresponding cursed energy to remove the structure:

Structure Volume Cursed Energy Amount
100 Cubic Feet 30 Cursed Energy
200 Cubic Feet 60 Cursed Energy
300 Cubic Feet 90 Cursed Energy
400 Cubic Feet 120 Cursed Energy
500 Cubic Feet 150 Cursed Energy
600 Cubic Feet 180 Cursed Energy
So on, so forth 30 Cursed Energy per 100 feet extra

Ganesha must maintain concentration during the minute it is using this feature. Also, when removing a structure, it is teleported in the same way as objects detailed above.

Ganesha is also able to spend more time in order to lower the amount of cursed energy needed. It may spend an additional minute worth of actions when using this feature. For every extra minute added the cost is reduced by 5 cursed energy. It must also maintain concentration during these extra minutes.

Creature Removal (1+ Cursed Energy) As an action, Ganesha can force up to 9 creatures within a 400 foot radius of itself to make a DC 27 Charisma saving throw. On a failure, each creature is removed and teleported 600 feet away. On a success, they are not affected. The cursed energy cost can be found below:

Creature Size Cursed Energy Amount
Tiny Creature 2 Cursed Energy
Small Creature 4 Cursed Energy
Medium Creature 8 Cursed Energy
Large Creature 12 Cursed Energy
Huge Creature 20 Cursed Energy
Gargantuan Creature 30 Cursed Energy

Condition Removal (8 Cursed Energy). As an action, Ganesha can remove a condition affecting itself or another creature within 60 feet of itself.

Technique Removal (12 Cursed Energy) As a full turn action, Ganesha may attempt to entangle concepts into a creature’s technique. One creature within a 400 foot radius of its choice, must make a DC 27 Charisma saving throw. On a failure, the target’s innate technique is removed for 2 minute. On a success, they are unaffected. Creatures can repeat the Charisma saving throw at the beginning of their turns to regain their innate technique.

Complicated techniques that have concepts that cannot be contained semantically or pragmatically, such as Star Rage, cannot be removed. What techniques that are too complicated to be removed are determined by the DM.

Unfortunately, manipulating concepts is a process that is incredibly intensive on the brain. At the end of Ganesha’s turns while Technique Removal is active, it must make an Arcana check with advantage against a DC of the respective creature’s level or CR. For every check that it fails, it takes xd6 Psychic damage. X=that respective creature’s level or CR. This damage dealt to it ignores Resistance, Immunity, and cannot be reduced in any way.

Distance Removal (10 Cursed Energy) As a full turn action, Ganesha can open a Rift to a point it knows as if it were casting the Gate spell.

BONUS ACTIONS

Advanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

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

Cursed Patient Defense. Ganesha can spend 3 Cursed Energy to take the Dodge action as a bonus action on it's turn.

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

Self Removal (6 Cursed Energy). As a bonus action, Ganesha is able to target itself with its technique to teleport 600 feet.

Obstacle Destruction. While Absolute Obstacle Control is active, Ganesha may cause all creatures currently affected by it to take 110 (20d10) force damage, as they are crushed by the spatial distortions of Absolute Obstacle Control. This may be changed to any damage type except radiant.

Maximum Output. Ganesha can spend Cursed Energy equal to twice the original cost of one of its cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 5.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration.

Cursed Enhanced Body. Whenever Ganesha makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend 10 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw.

Taijutsu Sorcery. After taking the Attack Action on its turn, Ganesha may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against it, it may make 1 Melee attack against a creature within range.

Defensive Removal. As a reaction to Ganesha or a creature within 120 feet of it being targeted by an innate technique, it can spend an amount of cursed energy equal to the original cost of the innate technique before reductions, to attempt to remove the innate technique. The cost of this technique cannot be reduced other than with Flawless Fundamentals. It must make a Charisma saving throw with the DC being equal to the DC or the attack roll of the innate technique it is removing. On a success, it is nullified. On a failure it is unaffected.

Additionally, this can be used as an action on an ongoing effect. Paying the same cost as above and making the same save.

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. Ganesha makes a Stomp attack.

Distance Removal Ganesha teleports up to its movement speed without provoking opportunity attacks.

Creature Removal Ganesha uses its Creature Removal.

Advanced Regeneration Ganesha uses its Advanced Regeneration.

Asian_God_Curse.png
Ganehsa, a Cursed Spirit Special Grade[[1]]

Ganesha is one of the 16 special-grade curses cataloged by the world. It is a foreign curse. Kenjaku used it to get rid of his "obstacles" at the White House.

Jujutsu Sorcerer

Ganesha has 20 levels in the jujutsu sorcerer class.

Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Ganesha knows three enhancements in which it can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.

  • Power Enhancement. Ganesha can now spend up to 9 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 8 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Ganesha can spend up to 9 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Ganesha may reallocate its enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc

One of Ganesha's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 9.

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Ganesha may change its specialized technique at the end of a week.

Curse Biology Traits

When a feature refers to Ganesha's curse biology, it refers to Trampling Charge, Divine Manipulation, Divine Providence, and Fortuitous Curse.

Cursed Technique: Obstacle Removal

Ganesha has the Obstacle Removal cursed technique. The following is part of Ganesha’s cursed technique:

Actions. Obstacle Removal, Creature Removal, Distance Removal, Technique Removal, Condition Removal, Offensive Obstacle Removal, Absolute Obstacle Control.

Bonus Actions. Self Removal, Spatial Distortion.

Reactions. Rapid Distance Removal, Defensive Removal.

Legendary Actions. Creature Removal, Distance Removal.

Feats

Special Grade Curse Spirit.

Athlete History, Colossal Physique, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Taijutsu Sorcery.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Manipulatior, Cursed Enhanced Body, Improved Cursed Energy Output.

Improved Durability.

This creature uses the Improved Durability rule.

5.00
(one vote)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png