Ichimokuren (Jujutsu Kaisen Supplement)

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Ichimokuren[edit]

huge undead (Cursed Spirit), chaotic evil


Armor Class 22 (natural armor)
Hit Points 740 (40d12 + 480)
Speed 155ft., fly 155ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 16 (+3) 14 (+2) 20 (+5) 24 (+7)

Saving Throws Dex +13, Cha +14
Skills Acrobatics +13, Nature +9, Performance +14, Survival +12
Damage Vulnerabilities Radiant
Damage Resistances Psychic, Non-Magical Bludgeoning, Slashing, and Piercing, Poison
Condition Immunities Poisoned
Senses blindsight 60 ft, darkvision 120 ft, passive Perception 20
Languages
Challenge 21 (33,000 XP)


Feature Name. Feature description

Famous Name (7/long rest). Ichimokuren's notorious name invokes fear in the hearts of creatures. At the start of combat, the Ichimokuren can force all hostile creatures to make a Wisdom saving throw (DC 22). On a failure, the creature is frightened of Ichimokuren. 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. The Ichimokuren is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Ichimokuren.

Cursed Weapons. The Ichimokuren’s attacks are considered magical.

Cursed Energy. The Ichimokuren has 139 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Peak of Sorcery. Ichimokuren's Cursed Energy maximum is increased by 20.

Your Fears Become Real. Whenever the Ichimokuren rolls a skill check related to weather phenomena, it does so with advantage.

Sadism. The Ichimokuren has immense sadism when beating his victims. Whenever it deals damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 20.

Hard to Kill (2/long rest). If the Ichimokuren is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable, even against effects or features that would normally kill you outright. It may use this feature once per long rest. It also has resistance to psychic damage as its body and mind are vastly different from the likes of humans, sorcerers or non-sorcerer included.

Improved Body Functions. All radiant damage that the Ichimokuren receives is reduced by 16.

Divine Eye. When outside of combat, the Ichimokuren may assume the form of a singular floating eye. While in this form, the Ichimokuren’s blindsight and darkvision range double and it gains advantage on Stealth checks. Additionally, it causes the Heavy Rain weather effect in a 300 ft radius of itself. When entering initiative, this changes from Heavy Rain to a variant of the Malevolent Storm weather effect. This version of it forces all creatures of its choice to roll a d20 every minute. On a 1-10, they are struck by lightning and take 6d12 lightning damage. On 11-20, nothing happens.

Cursed Armor (1-7 Cursed Energy). The Ichimokuren can spend up to 7 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Ichimokuren can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Cursed Strike (1-7 Cursed Energy). When the Ichimokuren makes an unarmed strike, it may deal an additional 1d8 necrotic damage per cursed energy spent. This may also be used when the Ichimokuren hits a Nat 20.

Curse-Empowered Strikes. The Ichimokuren's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included).

Evasion/Intuition. Whenever the Ichimokuren makes a Dexterity or Wisdom saving throw, it takes half as much damage on a failure and no damage on a success.

Improved Cursed Energy Recovery. While in combat, the Ichimokuren regains 3 cursed energy at the beginning of his turn, up to its maximum. The combat must be one where its life is at risk.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Multiattack. The Ichimokuren can make three attacks with either its Bite or Claw.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) piercing damage + 7 (1d12) necrotic damage, the target must make a DC 16 Strength saving throw with disadvantage or become grappled by the Ichimokuren. The Ichimokuren cannot bite another creature until the creature is freed from the grapple.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) slashing damage + 7 (1d12) necrotic damage.

Divine Gust (5 Cursed Energy). The Ichimokuren controls the weather to cause an intense gust of wind to shoot forward. All creatures in a 50ft cone must make a DC 22 Dexterity saving throw. On failure, they take 50 (10d10) bludgeoning damage and are pushed to the end of the cone. On success, they take half as much damage and are not pushed.

Divine Rainfall (7 Cursed Energy). The Ichimokuren controls the weather the create a single powerful raincloud, crushing anything that passes under it. At any point within 200ft of the Ichimokuren, it may create a raincloud that covers a 30ft radius. Whenever a creature enters the radius or starts their turn in it, they must make a DC 22 Strength saving throw. On failure, they take 36 (6d12) cold damage and 36 (6d12) bludgeoning damage and fall prone as the power of the rain brings them to their knees. On success, they take half as much damage and are not knocked prone. If they fail by 5 or more, their movement speed is 0 until the start of their next turn. These rainclouds exist for a minute and the Ichimokuren may not have more than 3 out at once. If a creature would be within the radius of two rainclouds at once, they only make a single saving throw.

Divine Lightning (14 Cursed Energy). The Ichimokuren gathers its power to call down a devastating bolt of lightning. All creatures within 60ft of the curse must make a DC 22 Dexterity saving throw. On failure, they take 90 (15d12) lightning damage and are stunned until the start of the Ichimokuren’s next turn. On success, they take half as much damage and are not stunned. If they fail by 5 or more, they are paralyzed instead of stunned.

Domain Expansion: Mountain of the Storm Dragon (30 Cursed Energy). The Ichimokuren opens its domain.

BONUS ACTIONS

Martial Arts. When the Ichimokuren uses the Attack action with an unarmed strike on his turn, it can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on its turn, the Ichimokuren can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). The Ichimokuren can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Ichimokuren can take the Disengage or Dash action on his turn, and its jump distance is doubled until the end of his turn.

Maximum Output. The Ichimokuren 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 3. 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.

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

Intense Mist (5 Cursed Energy). The Ichimokuren may spend 5 Cursed Energy to concentrate their rainfall onto a point within 100ft of it. At that point, fog forms and covers a 60ft radius. This radius counts as heavily obscured and lasts for one minute or until the Ichimokuren dismisses it at will.

Raincloud Movement. While a raincloud from Divine Raincloud is active, the Ichimokuren may move it up to 50ft.

REACTIONS

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

Cursed Enhanced Body. Whenever the Ichimokuren makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 7 cursed energy modifier to add the number of energy spent as a bonus to the saving throw.

Intense Mist (5 Cursed Energy). As a reaction to it or an ally being targetted by an attack roll, the Ichimokuren may use its Intense Mist feature.

LEGENDARY ACTIONS

The Ichimokuren 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 Ichimokuren regains spent legendary actions at the start of its turn.

Claw. The Ichimokuren makes an attack with its Claw against a creature within reach.

Regeneration. The Ichimokuren uses its Advanced Regeneration feature.

Divine Gust (Costs 2 Actions). The Ichimokuren uses Divine Gust.


DOMAIN EXPANSION: MOUNTAIN OF THE STORM DRAGON

The Ichimokuren's Domain Expansion is at the top of a mountain resembling Mount Tado, a shrine dedicated to the Ichimokuren laying there. At the beginning of every creatures' turns, they must make a DC 22 Dexterity saving throw. On a failure, they take 90 (15d10) bludgeoning damage and are launched 100ft away from the Ichimokuren as intense winds blow through the domain. On a success, they take half as much damage and are not launched. Then, they must make a DC 22 Strength saving throw. On failure, they take 90 (15d10) cold damage and are knocked prone as rain pours down. On success, they take half as much damage and are not knocked prone. If they fail by 5 or more, they have their movement speed reduced to 0 until the start of their next turn.

Domain Properties

The Ichimokuren's domain has the following properties.

Refiniment Points. The Ichimokuren's domain has 500 refinement points.

Domain Durability. The Ichimokuren's domain has 1200 hit points.

Technique Efficiency. While inside its domain, the curse may use its cursed technique for 0 Cursed Energy.

Increased Potency. While inside its domain, its cursed techniques deal 9 additional damage dice and the curse gains a +5 bonus to their DCs and a +5 bonus to hit.

Lasting Domain. The Ichimokuren's Domain lasts for 2 minutes instead of 1.

Cursed Technique Features: When a feature refers to the Ichimokuren’s technique, it refers to Divine Gust, Divine Rainfall, Divine Lightning, Intense Mist, and Raincloud Movement.

Ichimokuren’s Feats: 50 Meters in 3 Seconds, Untraceable Speed, Strong Body, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology (Divine Eye)

Immense Cursed Energy, Overflowing Cursed Energy

Cursed Enhanced Body, Improved Cursed Energy Output

Improved Durability. This creature uses the Improved Durability rule.

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