Ganesha (Jujutsu Kaisen Supplement)

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Ganesha[edit]

Huge undead (Cursed Spirit), chaotic evil


Armor Class 26 (natural armor)
Hit Points 337 (25d12 + 175)
Speed 80 ft, fly 40 ft


STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 24 (+7) 12 (+1) 14 (+2) 26 (+8)

Saving Throws Str +15, Con +13, Cha +14
Skills Arcana +7, Athletics +15, Intimidation +14, Perception +8, Religion +7
Damage Vulnerabilities Radiant
Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Stunned, restrained
Senses passive Perception 18
Languages all, telepathy 150 ft.
Challenge 20 (25,000 XP)


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 Wisdom saving throw (DC 22). 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.

Sadism. When Ganesha deals damage to a frightened creature, half of the damage dealt is converted into temporary hit points for Ganesha.

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

Cursed Energy. Ganesha has 78 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Attacks. Ganesha's attacks are magical.

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

Improved Cursed Energy Recovery. Ganesha regains 4 cursed energy at the beginning of each of it's turns.

Trampling Charge. If Ganesha moves at least 20 feet in a straight line toward a creature and then hits it with a gore attack, the creature must succeed on a Strength saving throw (DC 23) or be knocked Prone. On a failed save, Ganesha can make a bonus action stomp attack.

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

ACTIONS

Multiattack. Ganesha makes three Stomp or Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage + 6 (1d12) necrotic damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (3d10 + 9) bludgeoning damage.

Obstacle Removal(10 Cursed Energy) All hostile creatures within 120 feet must make a Charisma saving throw (DC 22). On a failure, they are subjected to Ganesha's Concept Manipulation. On a success, they are unaffected.

Concept Manipulation. Creatures under the control of Ganesha’s concept manipulation are restrained and can be moved 20 feet in any direction that Ganesha chooses at the beginning of their turns. Ganesha can move a creature to be pinned up against a wall or ceiling. If this happens the creature takes 5d8 force damage and 5d8 bludgeoning damage at the start of a turn while pinned. This damage repeats until the ceiling or wall breaks. Ganesha can also choose not to move a creature and instead let it fall. The damage dice for falling like this is a d8 and the damage is considered magical. Creatures who have flight capabilities will still take this fall damage if it is under Ganesha’s concept manipulation. Creatures under Ganesha’s control can repeat the Charisma saving throw at the end of their turns.

As a bonus action, while Ganesha is using their concept manipulation, they can make two creatures collide. This deals 2d8 force damage and 2d8 bludgeoning damage.

As an action, Ganesha can rapidly move around a selected creature. This causes them to move 40 feet, in a chosen direction, immediately. If they encounter an obstacle while moving, they take 10d8 force damage and 10d8 bludgeoning damage. After taking this damage a creature is pinned until the obstacle breaks, taking the damage at the start of their turns until it breaks.

As a full turn action, they may choose one single creature affected by concept manipulation. This creature must make a Charisma saving throw (DC 22). On a failure, its cursed technique or spellcasting is removed as an “obstacle.” It remains this way until it successfully escapes concept manipulation and it uses a bonus action to make the Charisma saving throw again.


Rift(6 Cursed Energy). Ganesha may use concept manipulation in the space in front of them to open up a rift to a point it knows as if casting the gate spell.

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, 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.

Spatial Distortion. While concept manipulation is active, Ganesha may cause all creatures currently affected by it to take 10d8 force damage, as they are crushed by the concept manipulations spatial distortion. This may be changed to any damage type except radiant.

REACTIONS

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

Cursed Armor. As a bonus action or reaction Ganesha 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 Ganesha 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.

Rift Jump As a reaction to an attack roll or saving throw effect against itself or any creatures within 5 feet of it, ganesha may teleport itself and any creatures within 5 feet of its choice anywhere within 120 feet, potentially causing the attack to miss.

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.

Rift Jump Ganesha teleports up to its movement speed without provoking opportunity attacks.

Gravity Crush Ganesha forces a creature in its line of sight to make a Charisma saving throw (DC 22). On a failure, the creature is completely crushed to the ground, taking 4d8 force damage and gaining the Prone condition.

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, and has the following Cursed Feats:

Athlete History

Colossal Physique

Strong Body

Resilient(x2)

Immense Cursed Energy

Overflowing Cursed Energy

Cursed Enhanced Body

Cursed Technique: Concept Manipulation

Ganesha has the concept manipulation cursed technique. The following is part of Ganesha’s cursed technique:

Actions. Obstacle Removal, Concept Manipulation, Rift.

Bonus Actions. Spatial Distortion.

Reactions. Rift Jump.

Legendary Actions. Rift Jump, Gravity Crush.

5.00
(one vote)

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