Megumi Fushiguro, Shibuya (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Fushiguro Megumi (WIP)[edit]

Medium humanoid (human), lawful good


Armor Class 21 (Unarmored Defense)
Hit Points 465 (30d10+300)
Speed 75ft.


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

Saving Throws Dex +10, Con +10, Int +11
Skills Acrobatics +10, Arcana +11, History +16, Insight +8, Investigation +11, Perception +8, Persuasion +7, Stealth +10
Proficiency Bonus +5
Senses passive Perception 18
Languages Common
Challenge 15 (13,000 XP)


Cursed Energy. Megumi has 62 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 6 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 5 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).

Shadow Storage. Megumi may store objects in an extra-dimensional space within his shadow. Putting objects in his shadow takes 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.

Shikigami Maintenance. Megumi must maintain concentration to keep his Shikigami summoned. Megumi must make the saving throw for each shikigami he has summoned. Shikigami stored within his 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 Megumi's 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 Megumi fails the concentration saving throw he can spend 1 cursed energy to succeed instead.

Ten Shadows Command. As a free action Megumi can give a command to his shikigami.

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.

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 himself.

50 Meters In 3 Seconds! Megumi has two reactions per round.

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.

Cursed Enhanced Body. As long as Megumi has 1 cursed energy or more, he may add 3 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

ACTIONS

Multiattack. Megumi makes three attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) bludgeoning damage and 6 (1d12) necrotic damage.

Grade-2 Katana. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (1d12 + 10) slashing damage and 19 (2d12+6) necrotic damage.

Well's Unknown Abyss (6 cursed energy). Megumi can now combine his shikigami to reduce the chances of them dying permanently at the cost of the fusion being weak. He may combine 2 of his shikigami, using one as the base and the other to enhance it. This grants the base shikigami the Shikigami Alteration feature of the enhancer shikigami. The fusion loses the Shikigami Alteration if it is reduced to 0 hit points or if he undoes it as a bonus action. When fused this way, the fused shikigami follows the following rules: Designate one shikigami as the base and another as the secondary. The fusion inherits all traits from the base shikigami but none of its resistances or immunities. The secondary shikigami provides the Shikigami Alteration feature.

  • It is considered one size smaller than the base shikigami.
  • Its hit points are half of the base shikigami's hit points.
  • Its AC is equal to the AC of the base shikigami.
  • Its speed is half of base Shikigami's speeds rounded down in increments of 5 feet.
  • It has one of the condition immunities from the base shikigami.
  • Its ability scores are half of the base shikigami’s ability scores.
  • It gains no immunities, resistances, or vulnerabilities from either shikigami.
  • The CR of the fusion is half of the base shikigami's CR, to a minimum of CR 0.

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.

Ten Shadows Summon. Megumi has access to 6 shikigami and may summon them as a bonus action.

  • Divine dogs (1 Cursed Energy).
  • Nue (1 Cursed Energy).
  • Gamma (1 Cursed Energy).
  • Rabbit Escape (1 Cursed Energy).
  • Divine Dog Totality (1 Cursed Energy).
  • Max Elephant (1 Cursed Energy).

Megumi may also summon untamed shikigami and attempt to tame them these are:

Cursed Weapon Enhancement. Megumi can spend up to 5 Cursed Energy to a melee 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.

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

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

Cursed Wind Step. Megumi can spend 3 Cursed Energy to 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.

Shadow Trap (2 Cursed Energy). As a Bonus Action, Megumi may force a creature standing on darkness to make a DC 19 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 Megumi's 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 Megumi's shadow storage. Their weight counts against Megumi's 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 Acrobatics check, they can attempt a DC 19 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 (4 cursed energy). Megumi may teleport behind a creature's shadow from any distance, even in another plane of existence if he has connected to it prior. Also, if he has any of his shikigami summoned he can spend 4 additional cursed energy to make one of them be teleported alongside himself. As a bonus action for 4 cursed energy, Megumi can sink into his or another creature whose shadow he is connected to. While inside the shadow, Megumi is considered invisible and under total cover until he takes any type of action, which causes him to leave the shadow within 5 feet of the creature. He is also removed from the shadow if the creature is knocked unconscious. Megumi 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 Perception check against his cursed energy DC (19). On a success they know Megumi is behind them, on a failure they will be surprised. If Megumi was completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage. Megumi can connect to up to 3 shadows. Whenever he tries to connect to a new shadow after reaching the maximum, he will lose the connection to your oldest shadow

Cursed Weapon Enhancement. Megumi can spend up to 5 Cursed Energy to a melee 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.

Well's Unknown Abyss. Megumi may reverse the effects of Well's unknown abyss.

REACTIONS

Shadow Ridge (1 cursed energy). As a reaction against a melee attack roll, Megumi can force a creature within 10ft of himself to make a DC 19 Dexterity saving throw with disadvantage. On a success, nothing happens, however on a failure the target has to roll the attack with disadvantage as their legs fall into their own shadow momentarily. Megumi can only cause disadvantage against this save once per round.

Rabbit Escape (3 Cursed Energy). as a reaction to an attack made against Megumi. He can add his Intelligence modifier to his AC, If this causes the attack to miss, Megumi reappears in any place within his movement speed range. This movement does not generate opportunity attacks.

Cursed Enhanced Body (1-6 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.

image-2025-02-10-235257581.png
Source: [[1]]

Jujutsu Sorcerer.

Megumi has 15 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). (Applied)
  • 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.
  • Specialized Technique. Megumi can choose a technique of his choosing to become his favourite technique granting him the following benefits: The damage die of the technique is increased by 5 damage die, the range of the technique is increased by 30ft. and finally the technique's cursed energy cost is halved rounded up. (Applied)

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.

Domain Expansion: Chimera Shadow Garden

Megumi's Incomplete Domain is a huge shadow barrier, filling his surroundings with overwhelming darkness. Due to it being an incomplete domain he must expand it in an enclosed area. 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.


Feats

Athletic History, 50 Meters In 3 Seconds!, Strong Body, Resilient.

Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master.

Cursed Weapon Wielder.

Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Manipulator (x2), Cursed Enhanced Body, Advanced Energy Usage.

Improved Durability.

This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.


0.00
(0 votes)