Ishi-ka Suru Yōna Kōkei (Jujutsu Kaisen Supplement)
Ishi-ka Kōkei[edit]
Medium humanoid (human), lawful good Armor Class 19 (unarmored defense, Reverse Grip Tonfa)
Saving Throws Dex +6, Cha +7 Cursed Energy. Ishi-ka has 25 cursed energy which she can use to fuel her abilities. All of her cursed energy is regained at the end of a long rest. Stronger Cursed Strikes. When making an Unarmed Strike, Ishi-ka may spend up to 3 Cursed Energy, adding 4 (1d8) Necrotic damage to its damage. This may also be used when Ishi-ka hits a Nat 20. This energy persists until she hits a target or 1 minute has passed. Creatures of her choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. Cursed Armor. Ishi-ka can spend up to 3 cursed energy to give herself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Ishi-ka can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Her armor also reduces damage taken by 6. Kyoto Jujutsu High Learnings. Thanks to Kyoto Jujutsu High, Ishi-ka has enhancements to some of her abilities such as Cursed Patient Defense and Cursed Wind Step, Stronger Cursed Strikes, Durable Cursed Armor and Precise Cursed Weapon Enhancement all already included in their descriptions. Evasion. When Ishi-ka makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on success. Eye Hit Points. Ishi-ka's eyes have a number of hit points equal to 1/2 of Ishi-ka's hit point maximum (rounded up). He regain 1 eyes hit point at the beginning of his turns, unless they're at 0 hit points. Any kind of hit point regains he receive affects, his eyes' hit points as well. Ishi-ka's eyes regain all of their hit points at the end of a short or long rest. Losing Eye Hit Points. Whenever a hostile creature (or a creature that isn't his ally), succeeds on a saving throw against his technique, his eyes lose 2 hitpoints for every 1 they rolled above Ishi-ka's cursed energy DC. (A minimum of 1) If his eyes reach 0 hit points, he won't be able to regain its hit points unless he receives the benefits from Reverse Cursed Technique, Regeneration or take a long rest. If his eyes have 0 hit points, he are blinded. If his eyes are at 0 hit points, he can risk it and push his limits further to use his technique. While Ishi-ka uses his technique while he is blinded due to his eyes reaching 0 hitpoints, he takes 5 psychic damage for every cursed energy spent on the technique and an additional 4 psychic damage for every 1 they rolled above his cursed energy DC to resist the technique. This psychic damage bypasses cursed armor. When he uses his Paralyzing Sight, he pays 3 additional cursed energy to enter a deep concentration state, making the creature become stunned for 1 minute. The creature must make a DC 15 Charisma saving throws at the beginning of their turns, ending the condition earlier on a success. Ishi-ka counts as concentrating as if he were concentrating on a spell. If the creature manages to break free before the duration, he takes great backlash on his eyes. His eyes lose 2 hitpoints for every 1 rolled above his cursed energy dc(minimum of 1) times the amount of rounds it took for them to break free. For example, if they broke free after 5 rounds and rolled a 18 against his 16 dc, he loses 10 eye hit points. ACTIONSMultiattack. Ishi-ka makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Cursed Tonfa. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 12 (2d8 + 3) necrotic damage. BONUS ACTIONSParalyzing Sight (3 Cursed Energy). As a bonus action Ishi-ka forces a creature within his sight range to make a DC 15 Charisma saving throw. On a failure, they are stunned until the beginning of his next turn. On a success, they are not stunned. Martial Arts. After using the attack action, Ishi-ka can make an unarmed strike or an one-handed weapon attack with a bonus action. Precise Cursed Weapon Enhancement. Ishi-ka can spend up to 3 Cursed Energy to add to her melee weapon damage rolls for 1 minute. Whenever she hits a target with her weapon, it deals extra necrotic damage equal to twice the amount spent. Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls. In addition, when hitting another creature, Ishi-ka may choose to treat any immunity that creature has to her Cursed Weapon Enhancement damage type as resistance. She may only treat immunities as resistances 3 times before she needs to take a long rest. Cursed Blast of Blows (1 Cursed Energy). After Ishi-ka uses the Attack action, she perform three unarmed strikes. Cursed Patient Defense (1 Cursed Energy). Ishi-ka can spend to take the Dodge action, and she gains advantage in Strength and Constitution saving throws when she uses the dodge action granted by this feature, as long as she benefit from the dodge. Cursed Wind Step (3 Cursed Energy). Ishi-ka can take the Disengage or Dash action, and her jump distance is doubled until the end of her turn.
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Ishi-ka has 7 levels in the Jujutsu Sorcerer class.
Improved Durability. This creature uses the Improved Durability rule. |
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