Megumi Fushiguro, Adult (Jujutsu Kaisen Supplement)

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Fushiguro Megumi[edit]

Medium humanoid 3 (human), lawful good


Armor Class 18 (Unarmored Defense)
Hit Points 1112 (30d10+812)
Speed 85 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 28 (+9) 30 (+10) 20 (+5) 16 (+3)

Saving Throws Dex +14, Con +18, Int +19
Skills Acrobatics +14, Arcana +19, History +28, Insight +14, Investigation +19, Perception +14, Persuasion +12, Stealth +14, Survival +14
Senses passive Perception 18
Languages common
Challenge 30 (155,000 XP)


Cursed Energy. Megumi has 106 cursed energy which he can expend in his features. Every cursed energy used will be spent, with Megumi only regaining it after he takes a long rest.

Cursed Energy Recovery. When in combat where his life is at risk, Megumi regains 1 Cursed Energy per turn, up to his maximum.

Cursed Armor. For no action against being targeted by an attack or a damaging saving throw, Megumi can spend up to 8 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Megumi can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Cursed Strikes. When Megumi makes an unarmed strike, he may spend up to 8 cursed energy, dealing an additional 1d8 necrotic damage per point spent. This may also be used as a response to Megumi hitting a Nat 20. This energy persists until Megumi hits a target or 1 minute passes.

Evasion. Whenever Megumi makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed-Empowered Strikes. Megumi's unarmed strikes are considered magical and he adds 1d12 necrotic damage to his unarmed strikes (already included).

Cursed Energy Tracker.

  • Megumi may make a Perception check, adding his Charisma modifier, to see if there are any remains of cursed energy in the place he’s at, and if he succeed he knows exactly who the energy is from. In case he does not know who the person is, then he can only track down where the cursed energy trail leads him to. The DC is equal to the cursed energy DC of the creature he’s trying to track. Tracking residual cursed energy may not always lead all the way to the person, with your DM determining how the residual trail goes. Usage of a cursed technique or cursed energy fueled feature will often leave much more residuals than normal.
  • Megumi knows when any creature he can see spends cursed energy and how much they spend when doing so. Additionally, as a free action he can focus on a creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against you using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against his Perception. If he wins, he gets advantage on the saving throw, or the attack roll is made with disadvantage. Megumi can focus on 2 creatures with this feature at once.

Cursed Energy Concealer.

  • Anytime Megumi takes the Hide action, he can attempt to conceal his cursed energy by making a Stealth check. For the next 10 minutes, wherever he passes through he will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled +5, if they have any ability or feature that would allow them to track your energy, and if not they can't track you at all.
  • While both Megumi and his Cursed Energy are hidden, the benefit of being an Unseen Attacker also extends to his cursed energy saving throws, forcing any creatures affected to roll their saving throw with disadvantage.

Negative Flow/Focused Rage. Whenever Megumi is under the effects of the conditions frightened, berserk, bloodlusted, are under half his maximum hit points, missing a limb lost in this encounter, or in an encounter that's total CR is higher than 15; he will gain 3 temporary cursed energy at the start of his turn which cannot go above 1/4th of his cursed energy maximum. Additionally, he can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 5. When the circumstances listed end, he can no longer concentrate on this feature. (This feature can be concentrated on even while under the bloodlust or berserk conditions)

Stronger Shadows (1-7 Cursed Energy). When Megumi summons a tamed shikigami, he may spend up to 7 additional cursed energy, to apply stronger shadows counters to the shikigami, for every 1 cursed energy spent the shikigami will gain a Stronger Shadows counter. Stronger Shadows counters applied this way will last for 5 hours, and while applied to a shikigami, he cannot apply more Stronger Shadows counters to the shikigami in this way, unless he removes the Stronger Counters counters applied this way (no action required).

No matter from which source, a shikigami can only possess a maximum of 20 stronger shadows counters at any time (4 already applied). For each stronger shadows counter applied, the shikigami will gain the following benefits:

  • Overall Increase. They gain a +1 bonus to their Strength, Dexterity, Constitution and Charisma scores.
  • Vitality Increase. They gain an additional hit die.
  • Speed Increase. They gain 10 additional feet of movement speed.
  • Attack Power Increase. Their attack rolls damage die increases by one die.
  • Power Increase. Their dice for features that heal or force creatures to make a saving throw increases one die.

Shikigami Maintenance. You must maintain concentration to keep your shikigami summoned. You must make the saving throw for each shikigami you have summoned. Shikigami stored within your shadow do not count as being summoned for the purposes of this feature. For a saving throw to be required, the attack must have successfully reduced your actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When you fail the concentration saving throw you can spend 1 cursed energy to succeed instead.

Shadow Storage. Megumi may store objects in an extra-dimensional space within his shadow. He may physically place something into his shadow, costing no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items on his shadow still count against his carrying capacity. His shikigami count as objects for the purpose of this feature.

Shadow Merge. As a free action or during a short or long rest, Megumi can connect to the shadow of a creature within 120ft of him. He can connect to the shadows of up to 5 creatures. Whenever he tries to connect to a new shadow after reaching the maximum, he will choose which shadow to lose his connection to.

Shadow Summon (6 Cursed Energy). When Megumi spends cursed energy to summon his Shikigami, he can spend an extra 6 Cursed Energy to summon his Shikigami through the shadow of the creature he’s in the shadow of. When summoned this way, he can command his Shikigami to take one action it is capable of. If it is an attack roll, the one action has advantage. And if it forces a saving throw, the target has disadvantage.

Shikigami Battle Master. While Megumi is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If he or any of his shikigami attack that same target during this turn he will also gain advantage on those attacks as well.

Incomplete Shadows. When Megumi summons a ten shadows shikigami, he can summon them in an unstable form, causing their maximum hit points to be halved and any damage it deals to be halved(rounded down) while in this form. In addition, while in this form their movement speed is reduced to 10ft, and their size can be increased by up to two sizes. While in their incomplete form, the action cost to command them is increased by 1. This form lasts 10 rounds, or until Megumi chooses to end it at any time (no action required). While in this unstable form any hit points lost or resources spent are only lost or spent until the unstable form ends, and if the shikigami dies in this unstable form, Megumi retains the ability to summon it again. When incomplete shadows ends Megumi may choose to immediately summon the shikigami in its normal form at the same location for no cursed energy cost. This cannot be used on Eight-Handled Sword Divergent Sila Divine General Mahoraga.

Shikigami Gigantification (1-31 Cursed Energy). As part of summoning a shikigami created by Megumi's cursed technique, for every 5 cursed energy spent, Megumi may increase the shikigami's size by one, to a maximum of Gargantuan. If they are already Gargantuan, he can only increase their size once, making their width and height double. When a shikigami is increased this way, they gain the following benefits:

  • Their hit die increase by two per size increase.
  • Their attack roll damage dice increase by one per size increase.
  • Their saving throw damage dice if any increase by two per size increase.
  • Their Constitution score increases by two per size increase (to a maximum of 30).

Megumi cannot use this extension technique on 'Eight-Handled Sword Divergent Sila Divine General Mahoraga or Totalities that have more than two shikigami. This lasts for 10 hours or until Megumi ends it at will (no action required).

Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Megumi takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Megumi has 3 reactions per round.

Untraceable Speed. If an action or feature increases any of Megumi's speeds, it is further increased by 50 feet (already applied).

Strong Body. Megumi will reduce all damage he takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this unless Megumi has Cursed Armor active.

Taijutsu Sorcery. Once per turn, Megumi can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1

Acrobatic fighter. Whenever Megumi makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike. If there are not any solid surfaces, he may use half his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Additionally once per turn, whenever Megumi falls onto a creature, he makes a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

Cursed Weapon Wielder. Any weapon attacks Megumi makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if Megumi would score a natural 20 on the attack roll for the attack.

Mastery of General. If Megumi's incapacitated, he can summon or pull Mahoraga from Shadow Storage no action required by spending the normal amount of required cursed energy. In doing so, Megumi controls him directly instead of commanding him (no action required) as long as Megumi's still incapacitated.

Cursed Enhanced Body. As long as Megumi has 1 cursed energy or more, he may add 2 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Megumi is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:

  • When Megumi makes a Strength, Dexterity or Constitution ability check, he may add 10 to it.
  • When calculating his jump distance and height, Megumi may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Megumi may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Megumi can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 5. 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 55 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 11 rounds.

If a feature benefits from either Maximum Output or Chanting that is already benefiting from this feature, it’s total cursed energy cost is reduced by 15, to a minimum of 1. This cursed energy reduction does not apply for the purposes of Flawless Fundamentals.

Divine Cursed Energy Output (8 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables Megumi to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:

Original Saving Throw Changed Saving Throw
Strength Dexterity
Dexterity Constitution
Constitution Strength
Intelligence Wisdom
Wisdom Intelligence

Whenever Megumi uses a cursed energy fueled feature and amplifies its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).

Flawless Fundamentals. Megumi reduces the cost of all cursed energy features by 18. If one of Megumi's class features is reduced by double its original cost, the feature’s cost instead becomes 0. This feature’s cost can be treated as 0 up to 22 times per long rest.

Cursed Projectiles. When using Cursed Weapon Enhancement, Megumi can imbue a ranged weapon, which turns any pieces of ammunition shot from it for the duration into Cursed Projectiles, which adds Megumi's Charisma modifier to the damage instead of any other modifier he would use. When using these Cursed Projectiles, Megumi makes ranged Cursed Energy Attacks instead of what he would normally use to attack with them, and he controls their trajectory while in the air, making attacks with them ignore cover. Additionally, they will stay in the air floating for 10 rounds, allowing him to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target, when they lose this property. Megumi can only attack with 10 pieces of ammunition this way per turn. A creature in range may attack Megumi's Cursed Projectiles to destroy them; they have 1 hit point and 10 AC.

Reverse Cursed Technique Pool. Megumi has a healing pool of 2100 that he can use utilizing his Reverse Cursed Technique. Megumi can heal this way until the pool ends, when he enters burnout. Megumi's reverse cursed technique pool replenishes at end of a long rest. Additionally, Megumi may try to force his reverse cursed technique to come out despite being in burnout, forcing itself to make a DC 15 Constitution saving throw. On a success, he regains or heals half as much as he normally would. At the beginning of his turns while in a combat where Megumi's life is at risk, he regains 15 hit points of his healing pool back.

ACTIONS

Multiattack. Megumi makes four attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 10) bludgeoning damage and 12 (2d12) necrotic damage.

Grade-2 Katana. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 10) slashing damage and 19 (2d12+5) necrotic damage.

The Well's Unknown Abyss (6 Cursed Energy). As an action, Megumi can to fuse a base shikigami with an enhancer shikigami, granting the fused shikigami the shikigami Alteration feature of the enhancer. The fusion ends if it drops to 0 hit points or if he dismisses it as a bonus action. When fused, the shikigami follows these rules:

  • Designate one shikigami as the base and another as the enhancer.
  • The fused shikigami inherits all traits of both shikigami and gains the Shikigami Alteration feature from the enhancer.
  • It gains no immunities, resistances, or vulnerabilities from either shikigami.
  • Its hit points are half of the base shikigami's hit points.
  • Its speed is half of base Shikigami's speeds rounded down in increments of 5 feet.
  • Its ability scores are half of the base shikigami’s ability scores.
  • The fused shikigami's size matches the base shikigami.
  • The fused shikigami's AC matches the base shikigami.
  • The fused shikigami gains one condition immunity of your choice from either shikigami.
  • The fusion's CR equals the base shikigami’s CR plus half of the enhancer’s CR.
  • The fused shikigami's size can be reduced, and its quantity increased. For every size reduction, the number of shikigami summoned doubles, up to a limit of 5 times. For example, if the base shikigami is Large, the summoner can reduce its size to Medium and summon 2 fusion shikigami, or further reduce it to Small to summon 4 fusion shikigami. The multiple shikigami created this way will only count as 1 shikigami for the purposes of summoning, controlling, commanding and any reactions it has.
  • When the size is reduced and quantity is increased, the CR, STR and CON stats, as well as the hit points of the base shikigami and cursed energy are split evenly among the summoned shikigami. This split applies only to the fusion and does not affect the original shikigami’s individual stats when unfused.

This ability cannot be used to fuse Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. If the fused shikigami is destroyed, Megumi may resummon the original shikigami individually as long as the base shikigami was not destroyed. He may only have one fusion.

Shikigami Alteration Feature

Spirit Shikigami Alteration
Divine Dogs Gives Pack Tactics feature
Gama Gives the Support Carry, Tongue, Swallow and Tongue Grab features
Great Serpent Gives Shadow Burrow feature, 30 ft. burrow speed and 30 ft. swim speed
Nue Gives 80 ft fly speed
Max Elephant Increases hit dice by 20
Round Deer Grants the Reverse Cursed Technique feature, the fusion will use its scores and CR to determine its RCT pool and cursed energy pool.
Piercing Ox It will grant the Battering Ram feature and the Gore attack, the fusion will use its scores to determine the attack and damage bonuses.
Mourn Tiger It will grant the Sneak Attack feature.

Domain Expansion: Chimera Shadow Garden (15 Cursed Energy). Megumi expands his incomplete domain.

BONUS ACTIONS

Martial Arts. When Megumi uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or a melee weapon attack as a bonus action.

Cursed Blast of Blows (3 Cursed Energy). After Megumi uses the Attack action, he can perform two unarmed strikes as a bonus action.

Cursed Patient Defense (3 Cursed Energy). Megumi can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (3 Cursed Energy). Megumi can 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.

Cursed Weapon Enhancement (1-5 Cursed Energy). Megumi can spend up to 5 cursed energy to add to a melee weapon or improvised weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra damage equal to twice the amount spend. He can only use this enhancement again after 1 minute has passed.

Shikigami Summoning (1+ Cursed Energy). As a bonus action, Megumi may summon up one of his tamed shikigami anywhere within 30 feet of him. Any shikigami summoned as part of this technique last until they are reduced to 0 hit points, he dismisses them at will, or he takes a short or long rest. They regain all lost hit points at the end of a long rest. The costs to summon each tamed shikigami is the following:

  • Divine dogs Totality (1 Cursed Energy).
  • Gama (2 Cursed Energy).
  • Rabbit Escape (3 Cursed Energy).
  • Nue (4 Cursed Energy).
  • Max Elephant (7 Cursed Energy).

Additionally, should any one of the tamed shikigami die, they can no longer be summoned ever again. Should this happen, they are now eligible for Totality.

Totality. If one of Megumi’s tamed shikigami is killed, he can use a bonus action to grant one of his other tamed shikigami its Totality form. He can undo totality as a bonus action. He cannot use totality on a Shikigami that is already summoned. When Megumi makes a totality, the creature gains the strengths of the deceased shikigami. They will gain the following changes:

  • Their Strength, Dexterity, Constitution and Charisma scores become those of the creature who has the higher score. Then they will increase by the modifier of the creature with the smaller scores.(Ex: Nue has 18 Strength while divine dog has 14, their totality would have 20 Strength.)
  • They receive the amount of hit die of both creatures combined, with the size of the hit die being determined as normal.
  • Their movement speed is added together.(Ex: Two creatures with 30 movement speed would have 60 movement speed in totality form)
  • They will receive all features, traits, actions, bonus actions, reactions, legendary actions, skill, saving throw proficiencies, damage resistances, damage immunities and condition immunities from both creatures.
  • Their size will become the size of the bigger creature.
  • Their CR will become that of the creature who has a higher CR. Then it will increase by half the CR of the creature with the smaller CR rounded up.(Ex: Nue's CR is 4, and Great Serpent's CR is 5, their totality's CR would be 7)
  • After calculating the ability scores, the difference in the ability modifier from the original user of a damaging feature and the totality is added to the amount of dice. This value can not increase the damage of a feature to over double its original value in dice. You apply this before Stronger shadows. For save attack damage, the stat corresponding to the save is used. (Ex: Mourn Tiger has a +7 in Dexterity and Nue has a +3. Mourn Tiger’s Dexterity Modifier increases by +1, meaning you add 1 additional dice to the Totality's attack to the damage dice that use Dexterity as the ability modifier, changing Mourn Tiger’s bite attack from a 2d10+7 into a 3d10+8.) This increase only applies to direct attack rolls and saving throws.(excluding Natural Weight) This value is halved(rounded down to a minimum of 1) for attacks that can be used through a multi-attacking feature.(Ex: Nue’s Wings and Talon)

Megumi cannot make a Totality using Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. He only apply Stronger Shadows to the shikigami after they are in the totality form, so the calculations above are made using their stats without Stronger Shadows.

Shadow Trapping (2 Cursed Energy). As a Bonus Action, Megumi may force a creature standing on darkness to make a DC 18 Dexterity (Acrobatics) check, they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside his domain then they automatically fail this check, unless they possess the ability to stand or run on liquids. On a success, they don't fall into his shadow storage. On a failure, they are trapped inside his shadow storage. Their weight counts against his carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Dexterity (Acrobatics) check, they can attempt a Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft.

Shadow Merge Teleport (3-6 Cursed Energy). As a bonus action, Megumi may teleport behind a creature's shadow that he has used Shadow Merge on from up to 120 feet away. Also, if he have any of his shikigami summoned he can spend 3 additional cursed energy to make one of them be teleported alongside him.

Shadow Merge Sink (3 Cursed Energy). As a bonus action, Megumi can sink into his or another creature whose shadow he’s connected to. While inside the shadow, he is considered invisible and under total cover until he takes any type of action, which makes him leave the shadow within 5 feet of the creature. He is also removed from the shadow if the creature is knocked unconscious. He can stay under a creature's shadow for up to 6 hours.

In case Megumi utilizes this feature on a hostile creature, the creature makes a DC 18 Wisdom (Perception) check. On a success they know he is behind them, on a failure they will be surprised. If he was completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage.

REACTIONS

Cursed Enhanced Body (1-5 Cursed Energy). Whenever Megumi makes a Strength, Dexterity, Constitution, Wisdom or Charisma saving throw, he may add the number of energy spent as a bonus to the saving throw.

Shadow Ridge (1 Cursed Energy). Once per round, as a reaction against a melee attack roll, Megumi can force a creature within 10ft of him to make said attack with disadvantage as their legs fall into their own shadow momentarily.

Rabbit Escape (3 Cursed Energy). Megumi may summon Rabbit Escape as a Reaction to an attack made against him and add 6 to his AC against that attack. If this causes the attack to miss, he reappears in any place within his movement speed range. This movement does not generate opportunity attacks.

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Source: [[1]]

Jujutsu Sorcerer.

Megumi has 28 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

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

  • Power Enhancement. Megumi can now spend up to 5 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 5 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Megumi can spend up to 5 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, Megumi may reallocate his 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 Megumi's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 5.

Increased Reach. Its range will increase by 30 feet.

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

Megumi may change his specialized technique at the end of a week.

Cursed techniques. When a feature refers to Megumi's cursed techniques, it refers to Ten Shadows Command, Shikigami Maintenance, Shadow Storage, Ten Shadows Summon, Shadow Ridge and Shadow Trap.

Stronger Summons

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

At 21st level, through constant usage of your summoning abilities, your summons have grown stronger. They gain the following benefits:

Their Strength, Dexterity, Constitution, and Charisma scores increase by half of Megumi's Charisma modifier.

They gain a number of hit die equal to half of Megumi's Charisma modifier.

All of their damaging features deal additional damage dice equal to half of Megumi's Charisma modifier.

Summon Empowerment

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

At 24th level, you have learned how to imbue your summons with your energy during their summoning. This allows you to spend cursed energy and grant them benefits. You can spend up to double your proficiency bonus in cursed energy to grant them one of the following bonuses:

For every 2 cursed energy spent one of their ability scores increases by 1.

For every 2 cursed energy they gain 1 additional hit die.

For every 2 cursed energy spent they gain a +1 to their attack and damage rolls.

For every 2 cursed energy their speed increases by 10 feet.

For every 8 cursed energy spent their size category increases by 1.

All benefits end once the respective creature is de-summoned or after a short or long rest.

Symbiotic Fusion

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

At 27th level, you have gained the ability to spend more cursed energy to merge with your summon. As a bonus action, you may spend double the cursed energy, before reductions, needed to summon a creature to merge with it. When you do this you gain the following for 1 minute:

Megumi's Strength, Dexterity, and Constitution scores are replaced by those of his summon if they are higher than his own.

Megumi gains all speeds, senses, condition immunities, damage resistances, and damage immunities of the summon.

Megumi gains an amount of temporary hit points equal to the maximum hit points of the summon.

Megumi gain all features that the summon possesses while the merge is active.

Megumi gains any actions, bonus actions and reactions that the summon possesses. If the summon has the Multiattack feature, all attacks that are used with said feature are treated as unarmed strikes or simple melee or ranged weapons for the purposes of Jujutsu Sorcerer class features and effects.

When using the Ten Shadows Technique, you cannot fuse with Rabbit Escape, Eight-Handled Sword Divergent Sila Divine General Mahoraga or any untamed Shikigami for the sake of this feature.


Domain Expansion: Chimera Shadow Garden

Megumi's Surehit Effect are his Shikigami, any attacks made by his Shikigami are considered the Surehit of his Domain. The area counts as difficult terrain to all creatures of his choice, and Megumi is under the effects of freedom of movement as long as he is within the domain.

Shadow Clones. As a bonus action while inside the domain, he can spend up to 5 cursed energy to create a number of clones of himself equal to the energy spent. The clones are identical to him, but don't keep his weapons or hit points, and cannot use cursed energy. They each have 5 hitpoints, and they become a shadow puddle once they're reduced to 0 hit points. Megumi may use his reaction to switch places with a clone when he would be hit, making the clone take the hit instead.

Shikigami Clones. His domain allows him to summon copies of his shikigami to overwhelm his opponents. Whenever he summons a shikigami, he can spend additional cursed energy equal to the shikigami's cost (even if the shikigami costs 0 cursed energy, it will be treat its price as if he were outside his domain) to summon a perfect copy of said shikigami alongside it. You can spend cursed energy this way a number of times up to your Charisma modifier on the same turn. You cannot create copies of Mahoraga with this feature.

In addition, his Shikigami won't cost him cursed energy.

Refinement Points

Megumi's domain refinement points are 1000.

  • Domain Durability. Megumi's domain has 3000 hit points.
  • Technique Efficiency. While inside his domain, Megumi may use Shikigami Summoning, for 0 Cursed Energy.
  • Increased Potency. While inside his domain, Megumi's cursed techniques deal 10 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit..
  • Enhanced Technique Efficiency. While inside his domain, Megumi may decrease the cost of Shikigami Summoning, Shadow Trapping, Shadow Merge Sink and Shadow Merge Teleport by 5 cursed energy, to a minimum of 1.
  • 0.2 Domain Expansion. As a part of opening his domain, Megumi may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than 30. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way.
  • Efficient Expansions. Megumi's Domain Expansion cost is reduced by 10 (already added) and he only gains 1 level of exhaustion after his domain ends. Additionally, he only needs to pass a DC 20 Constitution to use his technique while in burnout.
  • Durable Barrier. Megumi's domain will gain immunity to non-magical damage from both sides, however it will still be resistant to all damages from the inside and vulnerable to all damages from the outside.
  • Domain Superiority. The refinement thresholds which determine how long it takes Megumi to destroy another domain in a clash are halved.
  • Mastered Domain. While inside his domain, techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. In addition, Megumi domain now lasts for 3 minutes.

Barrier Properties

  • Barrier Resistance. As part of expanding his domain, Megumi may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities. This feature cannot be used by a barrierless domain.
  • Barrier Movement. At the beginning of Megumi's turn while his domain expansion is active he may choose to move the domain up to 120 feet in any direction. The relative positions of creatures inside the domain do not change due to the movement. This feature cannot be used by a barrierless domain.
  • Barrier Entry. As a free action while his domain is active Megumi may alter the barrier, deciding one thing that may pass through his barrier unimpeded. For example, he could allow living things to enter and leave his domain as they please while keeping non-living things trapped. This feature cannot be used to stop creatures from leaving a barrierless domain.
  • Barrier Enlargement (1-11 Cursed Energy). As a bonus action while his domain is active Megumi can increase his domain’s radius by 20 feet per point spent. He chooses whether creatures that would be caught by the new radius are pushed to the new edge of the domain, as per normal domain expansion rules, or enter the domain. While enlarged in this way the maximum and current health of the barrier is reduced by three times the amount of feet the range increased. This lasts until the end of the domain or until the range is changed again by another feature. This feature cannot be used by a barrierless domain.
  • Barrier Compression (5 Cursed Energy). As a bonus action while his domain is active, Megumi can make the outside become a small circle of 5ft. Inside however, it will have the same size. While compressed in this way his barrier gains 300 damage reduction. If this feature is used on a barrierless domain, damage his domain would deal, if any, is increased by half that much instead. This lasts until the end of the domain.
Binding Vows


Feats

50 Meters In 3 Seconds!, Untraceable Speed!, Strong Body, Resilient.

Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master, Black Flash.

Cursed Weapon Wielder.

Technique Materialization, Complete Totality, Mastery of General, Cursed Technique Reversal.

Domain Expansion, Basic Barrier, Barrier Master, New Shadow Style: Simple Domain, Vowless Simple Domain, Refined Sorcerer.

Immense Cursed Energy, Overflowing Cursed Energy, Advanced Energy Usage.

Cursed Energy Manipulator (x2), Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Flawless Fundementals, Chanting, Cursed Projectiles.

Reverse Cursed Technique, Improved Reverse Cursed Technique.

Vows Master, Favored Vows.

Epic Boons

Unrealistic Cursed Energy, Reverse Cursed Technique Mastery, Rapid Improvement.

Improved Durability.

This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.


Divine Dog[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 22 (natural armor)
Hit Points 435 (30d8 + 300)
Speed 140 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 5 (-3) 13 (+1) 30 (+10)

Saving Throws Str +12, Dex +12, Cha +12
Skills Athletics +12, Perception +3, Stealth +12
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Understands it's masters' languages but can't speak them.
Challenge 1 (200 XP)


Keen Hearing and Smell. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Divine Dog has advantage on an attack roll against a creature if at least one of the Divine Dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Invisible Force. The Divine Dog 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 it.

Cursed Weapons. The Divine Dog's weapon attacks are magical.

ACTIONS

Multiattack. The Divine Dog makes two bite attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 83 (21d6 + 10) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.


Divine-Dogs.png
Sukuna summoning his Divine Dogs in their incomplete form.

The Divine Dogs are a pair of twin wolves. One is white and the other one is black. They both have three dots on their forehead of the opposite color that resemble the symbols of the Jewel of Turning Back on the Road and the Jewel of Plenty respectively.

Improved Durability. This creature uses the Improved Durability rule.


Divine Dog: Totality[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 22 (natural armor)
Hit Points 580 (40d8 + 400)
Speed 180 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 5 (-3) 13 (+1) 30 (+10)

Saving Throws Str +12, Dex +12, Cha +12
Skills Athletics +12, Perception +3, Stealth +12
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Understands it's masters' languages but can't speak them.
Challenge 2 (450 XP)


Keen Hearing and Smell. The Divine Dog: Totality has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Divine Dog: Totality has advantage on an attack roll against a creature if at least one of the Divine Dog: Totality's allies is within 5 feet of the creature and the ally isn't incapacitated.

Invisible Force. The Divine Dog: Totality 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 it.

Cursed Weapons. The Divine Dog: Totality's weapon attacks are magical.

ACTIONS

Multiattack. The Divine Dog: Totality makes two bite attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 87 (22d6 + 10) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.


Totality.png
Sukuna's Divine Dog: Totality protecting him from harm

The result of putting the 2 Divine Dogs through totality, the Divine Dog Totality is a reliable tool for any user of the 10 Shadows Technique, being able to even harm special grades with it's claws.

Improved Durability. This creature uses the Improved Durability rule.


Gama[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 23 (natural armor)
Hit Points 493 (34d8 + 340)
Speed 130 ft., swim 150 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 4 (-3) 14 (+2) 28 (+9)

Saving Throws Str +12, Dex +12, Con +12
Skills Acrobatics +14
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Understands it's masters' languages but can't speak them.
Challenge 2 (450 XP)


Invisible Force. The Gama 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 it.

Amphibious. The Gama can breathe air and water.

Cursed Weapons. The Gama's weapon attacks are magical.

Standing Leap. The Gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Support Carry. When the Gama has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in Gama's mouth. While support carrying Gama can only move.

ACTIONS

Tongue. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 87 (22d6 + 10) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 20. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and the Gama can't make tongue attacks against different targets. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 20, escaping on a success.

Tongue Slam. While the Gama has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown.

Swallow. The Gama makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Gama, and it takes 80 (23d6) acid damage at the start of each of the Gama's turns. The Gama can have only one target swallowed at a time.

If the Gama dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

The Gama can choose to partly swallow a creature. If the creature is partly swallowed, it isn't blinded and doesn't take any acid damage.

REACTIONS

Tongue Grab. When an ally within 30 feet of the Gama would make a saving throw or take damage, the Gama can reach out and grab the ally out of harms way, pulling them next to the Gama's space. Causing the attack to miss or all damage/effects to be avoided so long as the Gama is outside the area of effect.

Projectile Intercept. When a ranged attack targets itself, an ally or the summoner within 60 feet, Gama can use its reaction to intercept the attack with its tongue. It makes a contested melee attack roll against the attack roll. If Gama's roll is higher, the Gama catches it with its tongue and can either drop it or hold onto it. This cannot be used against Cursed Energy attacks. The attack must be a projectile.

Gama.png
A gama showing its tongue

The gama is a human-sized toad with marks around its eyes and a symbol on its stomach that resembles the Mirror of the Deep of the Ten Sacred Treasures. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of a toad.

Improved Durability. This creature uses the Improved Durability rule.


Rabbit Escape[edit]

Gargantuan swarm of Tiny monstrosities (shikigami), unaligned


Armor Class 20 (natural armor)
Hit Points 1558 (76d20 + 760)
Speed 135 ft., burrow 105 ft.


STR DEX CON INT WIS CHA
21 (+5) 30 (+10) 30 (+10) 2 (-4) 10 (+0) 23 (+6)

Skills Perception +2, Stealth +12
Proficiency Bonus +2
Condition Immunities grappled, frightened, stunned, prone, charmed, restrained, paralyzed, petrified
Senses passive Perception 12
Languages Understands it's masters' languages but can't speak them.
Challenge 0 (10 XP)


Invisible Force. Rabbit Escape 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 it.

Defensive Summoning. While Rabbit Escape occupies the same space as its summoner it grants the summoner total cover.

Swarm. Using all of Rabbit Escape's movement you may command them to swarm an area within 5 feet of rabbits. (Rabbits occupy 25ft). The rabbits can occupy another creature's space and vice versa, and they can move through any opening large enough for a Tiny rabbit. The rabbits can't regain hit points with the exception of the never ending feature, and they can’t gain temporary hit points.

Neverending. When desummoned, the rabbit will immediately reset its hit points back to their maximum.

Crowd Control Vulnerability. The Rabbit Escape has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm.

Cursed Weapons. The Rabbit Escape's weapon attacks are magical.

ACTIONS

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 62 (21d4 + 10) piercing damage.

Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 62 (21d4 + 10) bludgeoning damage.


Rabbit-Escape.png
Sukuna using Rabbit Escape as a distraction to attempt to hide in Satoru Gojo's shadow.

Rabbit Escape is a swarm of shadows used to help the summoner weave in and out of battle or simply to avoid large blows. They're a swarm of blank white rabbit shikigami bearing the Snake Repelling Scarf sigil.

Improved Durability. This creature uses the Improved Durability rule.


Nue[edit]

Medium monstrosity (Shikigami), unaligned


Armor Class 22 (natural armor)
Hit Points 435 (30d8 + 300)
Speed 110 ft., fly 180 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 8 (-1) 13 (+1) 30 (+10)

Saving Throws Dex +12, Con +12
Skills Perception +5, Stealth +12
Proficiency Bonus +2
Damage Resistances lightning
Senses passive Perception 15
Languages Understands it's masters' languages but can't speak them.
Challenge 4 (1,100 XP)


Invisible Force. Nue 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 it.

Cursed Energy. Nue has 89 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. Nue regains 1 cursed energy at the beginning of its turns in combat.

Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Cursed Weapons. Nue's weapon attacks are magical.

ACTIONS

Multiattack. The Nue makes two attacks: one with its Wings and one with its Talon.

Wings. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 48 (11d6 + 10) bludgeoning damage. Nue can spend 5 Cursed Energy to add 82 (15d10) lightning damage to the roll, and also force the target to make a DC 20 Constitution saving throw, on a failure, they are knocked prone, and until the end of their next turn their movement becomes 0 and they have disadvantage on Strength and Dexterity saving throws. On a success they take half as much damage and do not receive any additional effects.

Talon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 83 (21d6 + 10) slashing damage.

Lightning Charge (3 Cursed Energy). Nue fires a bolt of lightning at a single target within 60ft. The target must make a DC 20 Dexterity saving throw. On a failure they take 126 (23d10) lightning damage, are knocked prone, and until the end of their next turn their movement becomes 0 and they have disadvantage on Strength and Dexterity saving throws. On a success they take half as much damage and do not receive any additional effects.


Nue.png
Sukuna's Nue, in a Totality with Great Serpent and affected by Shikigami Gigantification

Nue is a winged shikigami of the Ten Shadows Technique passed down through the Zenin Family. Nue is a bird-like creature with orange feathers and a white mask-like face. It has large wings, two sets of talons and human-like teeth.
The shadowgraphy required to summon Nue is formed when the user claps their hands together to imitate the shape of wings.

Improved Durability. This creature uses the Improved Durability rule.


Max Elephant[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 27 (natural armor)
Hit Points 726 (44d12 + 440)
Speed 140 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 3 (-4) 12 (+1) 26 (+8)

Saving Throws Str +14, Con +14
Proficiency Bonus +4
Senses passive Perception 11
Languages Understands it's masters' languages but can't speak them.
Challenge 9 (5,000 XP)


Invisible Force. The Max Elephant 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 it.

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Realistic Weight. When Max Elephant falls to the ground, if it falls on any creatures they must succeed on a DC 20 Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 25d8, and be knocked prone on a failure or half as much on a success.

Cursed Weapons. The Max Elephant's weapon attacks are magical.

ACTIONS

Multiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack.

Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 113 (23d8 + 10) piercing damage.

Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 136 (23d10 + 10) bludgeoning damage.

Trunk. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 87 (22d6 + 10) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be pushed back 10 feet and be knocked prone.

Water Spray. Ranged Weapon Attack: +14 to hit, range 20/40 ft., one target. Hit: 77 (22d6) bludgeoning damage.

Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 103 (23d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.


Max-Elephant.png
Sukuna dropping his Max Elephant on an opponent to crush them

The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees.

Improved Durability. This creature uses the Improved Durability rule.


Round Deer[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 248 (16d10 + 160)
Speed 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 8 (-1) 10 (+0) 30 (+10)

Saving Throws Str +13, Dex +13, Cha +13
Skills Stealth +13, Survival +3
Proficiency Bonus +3
Senses passive Perception 10
Languages understands the languages of its summoner but can't speak
Challenge 6 (2,300 XP)


Invisible Force. The Round Deer 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 it.

Cursed Weapons. The Round Deer's weapon attacks are magical.

Cursed Energy. The Round Deer has 74 cursed energy which it can use to fuel a few of his abilities. All cursed energy he spends are replenished in a long rest.

Cursed Energy Recovery. The Round Deer regains 1 cursed energy at the beginning of it's rounds when it is fighting alongside it's summoner when the summoner's life is in danger.

Reverse Cursed Technique Pool. The Round Deer has a healing pool of 700 that it can use utilizing his Reverse Cursed Technique. It can heal this way until the pool ends, when the deer enters burnout. It's reverse cursed technique pool replenishes at end of a long rest. Additionally, the deer may try to force it's reverse cursed technique to come out despite being in burnout, forcing himself to make a DC 25 Constitution saving throw. On a success, it regains or heals half as much as he normally would. At the beginning of its turns while in a combat where the deer's life is at risk, it regains 5 hit points of its healing pool back.

Improved Output. The Round Deer may cause a non-Cursed Spirit creature within its reach to gain the benefits of reverse cursed technique instead of itself. When used in this way, reverse cursed technique is half as efficient. The creature regains half as many hit points as Round Deer would. When using the reverse cursed technique on a creature other than yourself, lost limbs cannot regain hit points.

In addition, whenever Round Deer deals damage to a Cursed Spirit with a natural weapon, it can spend cursed energy to remove hit points from its healing pool to add as radiant damage. Round Deer adds 5 radiant damage per 1 cursed energy spent to a maximum of its charisma modifier cursed energy.

ACTIONS

Multiattack. The Round Deer gives two Antlers attacks.

Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage.

Reverse Cursed Technique. The deer touches another creature, spending cursed energy to heal them with it's reverse cursed technique. The target regains 10 hit points per 1 cursed energy spent by the deer. Each hit point healed reduces the deer's Reverse Cursed Technique pool accordingly.

Neutralize Energy. Round Deer selects one spell, active cursed energy effect or Cursed Technique within touch range that costs less than 20 cursed energy before reductions, and then attempts to cancel the effect with positive energy. The deer must pay cursed energy equal to double the level of the spell, or if it is a cursed technique, spend an amount of cursed energy equal to the full cost of the technique used before cost reductions, after which the effect is dispelled/neutralized.

Round deer can choose to save on cursed energy by spending half of the normal cost. In that case, the caster or user of the spell or innate technique must make a Spellcasting or Cursed Energy ability check (either Charisma or Intelligence for a Jujutsu Sorcerer) against the Round Deer's Cursed Energy DC (16 without modfications). On a failed check, the spell or technique is negated.

Neutralize energy only works on cursed energy effects that require an active flow of cursed energy within them, such as Liquid Metal from the Construction technique. This does not affect Cursed Energy Enhancements.

REACTIONS

Reverse Cursed Technique In response to taking damage, the deer uses the Reverse Cursed Technique, spending cursed energy to heal with itself. The deer regains 10 hit points per 1 cursed energy spent. Each hit point healed reduces the deer's Reverse Cursed Technique pool accordingly.

Round_Deer.png
Sukuna summoning Round Deer, [2]

Round deer is a large deer with four eyes, and marks below its lower pair. Its ears are above its antlers, and a symbol on the left side of its neck resembles the Jewel of Resuscitation.
The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of a deer's head.

Improved Durability. This creature uses the Improved Durability rule.

Round Deer has the following feats

Reverse Cursed Technique

Improved Output


Piercing Ox[edit]

Large monstrosity (shikigami), unaligned


Armor Class 23 (natural armor)
Hit Points 1085 (70d10 + 700)
Speed 170 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 5 (-3) 5 (-3) 25 (+7)

Saving Throws Str +14, Con +14
Proficiency Bonus +4
Senses passive Perception 7
Languages Understands it's masters' languages but can't speak them.
Challenge 11 (7,200 XP)


Invisible Force. The Piercing Ox 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 it.

Trampling Charge. If the ox moves at least 10 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the ox can make one attack with its hooves against it as a bonus action.

Battering Ram. When Piercing Ox hits a target with its Gore, it deals an additional 1d12 damage for every 10 feet traveled up to a maximum of 300 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from the piercing ox for every d12 of damage it took to a maximum of 300 feet.

Cursed Weapons. The Piercing Ox's weapon attacks are magical.

ACTIONS

Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 149 (23d12 + 10) piercing damage.

Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 143 (22d12 + 10) bludgeoning damage.


Piercing-Ox.png
Sukuna's Piercing Ox hitting the Akira Slide

The piercing ox is robust with short curved horns, white fur around its mouth, and a long thin tail. On its forehead is a symbol that resembles the Cloth of the Bees. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of an ox's head.

Improved Durability. This creature uses the Improved Durability rule.


Mourn Tiger[edit]

Large monstrosity (shikigami), unaligned


Armor Class 19 (Natural Armor)
Hit Points 1085 (70d10 + 700)
Speed 179 ft., 170 ft. climb


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 6 (-2) 12 (+1) 30 (+10)

Saving Throws Str +14, Dex +14, Wis +5
Skills Acrobatics +18, Athletics +14, Perception +5, Stealth +18
Proficiency Bonus +4
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical attacks
Senses darkvision 60 ft., passive Perception 15
Languages
Challenge 9 (5,000 XP)


Invisible Force. The Mourn Tiger 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 it.

Keen Smell And Hearing. Mourn Tiger has advantage on Wisdom (Perception) checks that rely on smell and hearing.

Strong Leap. The Mourn Tiger's jump distance and height is quadrupled.

Cursed Weapons. The Mourn Tiger's weapon attacks are magical.

Perfected Camouflage. The Mourn Tiger has advantage on Dexterity (Stealth) checks made to hide and can hide even if it's observed by another creature. Additionally, as long as the Mourn Tiger is obscured creatures cannot spot it using passive Perception.

Sneak Attack. Once per turn when the Mourn Tiger has advantage on an attack roll, the attack deals two additional damage dice. The tiger doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the tiger doesn’t have disadvantage on the attack roll.

Pounce. If the Mourn Tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one additional bite attack against it.

Acrobatic Fighter.

  • The Mourn Tiger may calculate his jump distance and height with its Dexterity score.
  • Whenever the Mourn Tiger makes an attack while within 5 ft. of a solid surface or another object like a tree, it may use it to leverage a powerful attack against its opponent, dealing an additional damage die of its attack. If there are not any solid surfaces, it may use half his movement speed to drop to the ground on its front paws, extending its hind legs up and making a powerful kick.
  • Once per turn, whenever the Mourn Tiger falls onto a creature, make a DC 10 Acrobatics check. On a success, it may make one claw attack against that creature.

ACTIONS

Multiattack. Mourn Tiger is able to make 2 attacks, one bite and one claw attack.

Bite. Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

BONUS ACTIONS

Enhanced Dexterity. The Mourn Tiger can take the Disengage, Dodge or Hide action as a bonus action.


Tiger.png
Mourn Tiger's appearance, [[3]]

The Mourn Tiger is the ONLY shikigami from Jujutsu Kaisen that we have NOT seen, so things on this page are pure speculation!

Feats

Acrobatic Fighter.

Improved Durability. This creature uses the Improved Durability rule.


Eight-Handled Sword Divergent Sila Divine General Mahoraga[edit]

Huge monstrosity (shikigami), neutral evil


Armor Class 34 (natural armor)
Hit Points 1089 (66d12 + 660)
Speed 170ft, 170ft swim, 170ft burrow


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 12 (+1) 20 (+5) 30 (+10)

Saving Throws Str +18, Con +18
Skills Acrobatics +18, Athletics +18
Proficiency Bonus +8
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses passive Perception 15
Languages Understands it's masters' languages but can't speak them.
Challenge 28 (120,000 XP)


Cursed Energy. Mahoraga has 89 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Armor (1-10 Cursed Energy). Mahoraga can give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Mahoraga can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Cursed Strike (1-8 Cursed Energy). Mahoraga can, when making an Unarmed Strike, add 1d8 necrotic damage to its attack per Cursed Energy spent. Mahoraga can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until it hits a target or until 1 minute passes.

Invisible Force. Mahoraga 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 it.

Cursed Energy Recovery. Mahoraga regains 5 cursed energy at the beginning of its turns in combat.

Eight-Handled Wheel. When Mahoraga takes damage or is subject to an effect, such as being forced to make a saving throw, the wheel on the top of its head spins. After the first spin, another spin will occur every 1 minute after that at the start of Mahoraga’s turn. If Mahoraga receives damage from or is subject to that same effect again, another spin of the wheel will occur. The wheel represents the various stages of Mahoraga’s adaptation, from zero spins of the wheel to a total of four. After the second spin, Mahoraga will take half damage from the source he has adapted to for one hour. After the fourth spin of the wheel, Mahoraga takes ¼ damage from the source he has adapted to and cannot be reduced below 1 hitpoint from that source for one hour and is now fully adapted to the phenomena.

Mahoraga’s adaptation does more than reduce damage taken, but the results vary based on the type of attack or technique and the circumstances, with the DM determining the various outcomes. Refer to the following examples for how Mahoraga’s adaptation operates:

Adaptation of Phenomena. For the purposes of when Mahoraga is hit by damage, effects, or conditions from an innate technique feature or various Phenomena, such as a lightning attack or large-scale cursed energy blast, it instead begins adapting to that specific feature. In this scenario, once the adaptation has begun, Mahoraga begins to analyze, gradually gaining more understanding of the phenomena such as becoming able to see Dismantles from the Shrine Innate Technique. When fully adapted to the phenomena after the fourth spin, Mahoraga will be fully physically immune to the effect and unable to be subjected to it. If a cursed technique has multiple distinct effects—such as the attraction of Blue and the repulsion of Red from Limitless—Mahoraga adapts to each effect individually. Adapting to one effect does not grant immunity to others unless they are considered part of the same core effect. In some cases, when it comes to an Innate Technique with more than one Lapse technique, it’s possible that Mahoraga will adapt to an entire Lapse technique itself, rather than each feature of a Lapse individually. This may apply to techniques in which the Lapse techniques are related closely in their concept or application. For example, receiving a Blue from Limitless would cause Mahoraga’s adaptation to occur for both Blue and Infinity in the same adaptation, however adapting to Dismantle and Cleave from the Shrine technique would not trigger an adaptation to Furnace: Open.
If a cursed technique’s features share the same effect but are presented with different applications, Mahoraga adapts to all those applications simultaneously. For example, Shrine’s Cleave, Dismantle, and Grid Slash all share the same core effect of dealing slashing damage, so Mahoraga would adapt to all of them at once. Once Mahoraga has fully adapted to a feature, it becomes immune to any non-damage effects that feature could impose, such as being moved, restrained, or otherwise affected.
As stated above, Mahoraga’s adaptation varies heavily depending on the effect, and the DM has great latitude in determining what happens. For example, Mahoraga possesses the capability to adapt to a Domain Expansion as a whole, by being subject to the sure hit effect of the Domain Expansion and upon completing its full adaptation it can negate the Domain in its entirety, destroying the barrier and all. This however could possibly not extend to a Barrierless Domain.

Mahoraga's summoner is aware of what Mahoraga is doing in order to adapt and nullify phenomena.

Continued Adaptation. Once Mahoraga has fully adapted to a phenomena, his adaptation will possibly continue, finding new ways to counter it until the DM determines he has discovered all possible methods of adaptation. For example, after first adapting to Blue and Infinity, Mahoraga would be simply altering his cursed energy to nullify and neutralize Infinity, making him able to swipe the technique away upon making contact. After a second adaptation, he would then be able to develop a new method to bypass it, such as The World Cutting Slash, expanding the target of the Slash to cut space and hit the user of Infinity.
Combat Adaptation. In the case of very simple attacks such as unarmed strikes, weapon attacks, or a creature’s Cursed Energy Enhancements, Mahoraga will adapt to them as well, but will only gain the benefits of taking ½ damage and subsequently ¼ as normal. He cannot negate or dispel these simple strikes like other phenomena, nor negate Cursed Energy Armor instead only making the damage become less effective. In addition, basic physical attacks such as these will not trigger Eight Handled Wheel Regeneration.

Obstacle Adaptation. Mahoraga's ability to adapt to all phenomena, as it implies, extends to all phenomena. If Mahoraga encounters an obstacle such as a barrier it can't trespass, or its target being inaccessible via movement, it will start adapting to such as described in Eight-Handled Wheel, eventually adapting to it, be it by jumping up to the target in spite of movement, ignoring or making a hole in barriers, or any other way to do so as decided by the DM(This cannot result in increases to stats, armor class, movement speed, or new forms of movement).

Siege Monster. Mahoraga deals twice as much damage to objects and structures.

Magic Weapons. The Mahoraga's weapon attacks are magical.

Reactive. Mahoraga has two reactions per round.

Legendary Resistance (3/Day). If Mahoraga fails a saving throw, it can choose to succeed instead. It still gains the benefit of its Eight-Handled Wheel feature.

Colossal Physique. The strength Mahoraga possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:

  • Mahoraga will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll it makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • Mahoraga has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, Mahoraga can force the creature hit to make a DC 26 Strength saving throw. On a failure, they are knocked back 100 feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Mahoraga makes a Strength check or saving throw, it can give itself advantage on the roll. Mahoraga can do this 10 times, regaining all uses after taking a long rest.

Eight Handled Wheel Regeneration. At the beginning of Mahoraga’s turn, when the Eight Handled Wheel has completed at least one spin this round, Mahoraga will regain all hit points lost from the attack that had caused the spin of the Eight Handled Wheel.

Brute Slam. Once per turn as part of an unarmed strike, Mahoraga may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of it, such as the ground or a wall, dealing another roll of its unarmed strike die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.

Heavy Slam. Whenever Mahoraga takes the Attack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. Mahoraga makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, Mahoraga's opponent is driven into the earth beneath it ending its grapple early, taking bludgeoning damage equal to two rolls of his unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from Mahoraga's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If Mahoraga scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of Mahoraga's unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of its next turn.

Heavy Finisher (1-10 Cursed Energy). Once per round as part of hitting an melee attack, Mahoraga can force its target make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times its Strength modifier + the amount of cursed energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

Mahoraga can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting a melee attack against a prone creature, it can force its target to make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Mahoraga's next turn. If they fail by 5 or more, they are also Confused until the beginning of Mahoraga's next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Cursed Enhanced Body. As long as Mahoraga has 1 cursed energy or more, it may add half its 5 to its attack and damage rolls with unarmed strikes or weapons its proficient with.

Cursed Energy Reinforcement. Having been continuously running cursed energy through her body at such an efficient rate, Mahoraga is capable of dynamically reinforcing it at an unconscious level. It gains the following benefits so long as it has at least 1 cursed energy:

  • When Mahoraga makes a Strength, Dexterity or Constitution ability check, its may add its Charisma modifier to it.
  • When calculating its jump distance and height, Mahoraga may add its Charisma score when calculating distance and modifier when calculating height. Additionally its jump distance and height are doubled.
  • Mahoraga may add its Charisma score when determining its carrying capacity. Its carrying capacity (including maximum load and maximum lift) is also doubled.

ACTIONS

Multiattack. Mahoraga makes four attacks.

Unarmed Strike. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 152 (25d10 + 15) bludgeoning damage.

Sword of Extermination. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 169 (28d10 + 15) slashing damage. This attack's damage dice are quadrupled and its type is changed to radiant when used against cursed spirits. (This weapon can dispel techniques that Mahoraga has completely adapted to by making an attack on them, i.e. the barrier of a domain he has adapted to).

BONUS ACTIONS

Martial Arts. When Mahoraga uses the Attack action with an unarmed strike on his turn, he 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 his turn, Mahoraga can perform two unarmed strikes.

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

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

Cursed Weapon Enhancement (1-8 Cursed Energy). Mahoraga can add to a its Sword of Extermination for 1 minute. Whenever it hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. Mahoraga can only use this enhancement again after 1 minute has passed.

Regeneration. Mahoraga may spend up to any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Cursed Enhanced Body (1-10 Cursed Energy). Whenever Mahoraga makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, it may add the number of energy spent as a bonus to the saving throw.

General's Protection. When Mahoraga's master is within 5 ft. of it and is targeted by a melee weapon attack, it rushes towards them and guards them, taking the hit for them.

Resisting Adaptation. When Mahoraga is hit with an attack it is currently adapting to, it may spend its reaction to impose disadvantage against the attack hitting it. If it is a saving throw, Mahoraga may roll with advantage.

Dispelling Slash. When Mahoraga is targeted by an attack or saving throw from a technique it is completely adapted to, it may spend its reaction to roll an attack roll against the triggering effect and dispel the technique if it rolls equal to or higher than the casters cursed dc.

Regeneration. When receiving damage from any source, Mahoraga may use it's regeneration feature.

LEGENDARY ACTIONS

Mahoraga 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. Mahoraga regains spent legendary actions at the start of its turn.

Attack. Mahoraga makes one Sword of Extermination attack.

Move. Mahoraga moves up to its movement speed without provoking opportunity attacks.

Mahoraga.png
Sukuna's Mahoraga, ready to intercept anything that'd do him harm
The ability to adapt to any and all phenomena.

Mahoraga is the most uncontrollable shikigami in the history of the Ten Shadows Technique. It has never been tamed or commanded like other familiars in the history of the entire Zenin Family. However, users of the Ten Shadows Technique can summon it via an exorcism ritual in an attempt to exorcise it at any time. The shikigami itself is a towering, muscular humanoid figure with four wings protruding from its eye sockets and a tail-like appendage extending from the back of its head. Hovering just above this is a large eight-handled wheel that rotates as Mahoraga responds to new stimuli. Furu's Incantation of the Ten Sacred Treasures and this wheel represent a complete cycle and harmony. Mahoraga also sports black hakama bottoms and a white sash around its waist to cover most of its lower body.

Sword of Extermination. Mahoraga's main weapon is a long, double-edged blade coated in positive energy, similar to reverse cursed energy. This makes the Sword of Extermination a natural enemy to cursed spirits. Its positive energy can easily compromise bodies composed entirely of cursed energy. The overall advantage gained by the user is comparable to the power of a special grade cursed tool.

Feats.

Athlete History, Colossal Physique

Slam Master, Heavy Finisher

Cursed Enhanced Body, Cursed Energy Reinforcement

Improved Durability. This creature uses the Improved Durability rule.

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