Megumi Fushiguro, Adult (Jujutsu Kaisen Supplement)
Fushiguro Megumi[edit]
Medium humanoid 3 (human), lawful good Armor Class 18 (Unarmored Defense)
Saving Throws Dex +14, Con +18, Int +19 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.
Cursed Energy Concealer.
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:
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:
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:
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:
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:
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. ACTIONSMultiattack. 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:
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
Domain Expansion: Chimera Shadow Garden (15 Cursed Energy). Megumi expands his incomplete domain. BONUS ACTIONSMartial 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:
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:
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. REACTIONSCursed 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. |
Jujutsu Sorcerer. Megumi has 28 levels in the Jujutsu Sorcerer class.
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.
At the end of a short rest or long rest, Megumi may reallocate his enhancements.
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.
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.
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.
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 GardenMegumi'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.
Megumi's domain refinement points are 1000.
Barrier Properties
50 Meters In 3 Seconds!, Untraceable Speed!, Strong Body, Resilient. Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master, Black Flash. 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.
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)
Saving Throws Str +12, Dex +12, Cha +12 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Str +12, Dex +12, Cha +12 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Str +12, Dex +12, Con +12 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. ACTIONSTongue. 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. REACTIONSTongue 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. |
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)
Skills Perception +2, Stealth +12 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. ACTIONSBite. 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.
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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)
Saving Throws Dex +12, Con +12 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. ACTIONSMultiattack. 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.
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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. Improved Durability. This creature uses the Improved Durability rule. |
Max Elephant[edit]
Huge monstrosity (shikigami), unaligned Armor Class 27 (natural armor)
Saving Throws Str +14, Con +14 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Str +13, Dex +13, Cha +13 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. ACTIONSMultiattack. 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. REACTIONSReverse 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 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. Improved Durability. This creature uses the Improved Durability rule. Round Deer has the following feats |
Piercing Ox[edit]
Large monstrosity (shikigami), unaligned Armor Class 23 (natural armor)
Saving Throws Str +14, Con +14 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. ACTIONSGore. 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.
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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)
Saving Throws Str +14, Dex +14, Wis +5 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.
ACTIONSMultiattack. 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 ACTIONSEnhanced Dexterity. The Mourn Tiger can take the Disengage, Dodge or Hide action as a bonus action.
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The Mourn Tiger is the ONLY shikigami from Jujutsu Kaisen that we have NOT seen, so things on this page are pure speculation!
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)
Saving Throws Str +18, Con +18 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:
Mahoraga's summoner is aware of what Mahoraga is doing in order to adapt and nullify phenomena.
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:
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:
ACTIONSMultiattack. 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 ACTIONSMartial 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. REACTIONSCursed 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 ACTIONSMahoraga 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 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 Cursed Enhanced Body, Cursed Energy Reinforcement Improved Durability. This creature uses the Improved Durability rule. |
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