Megumi Fushiguro (JJK-1) (Jujutsu kaisen Supplement)
Fushiguro Megumi[edit]
Medium humanoid (human), lawful neutral Armor Class 21 (Unarmored Defense)
Saving Throws Dex +11, Con +10, Int +12 Cursed Energy. Megumi has 76 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. Additionally, Megumi may trap hostile creatures within his shadow storage. 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. 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 7 rounds or until he 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, he retains the ability to summon it again. When incomplete shadows ends he 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 Divergent Sila Divine General Mahoraga.
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). ACTIONSMultiattack. 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.
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. Ten Shadows Summon. Megumi has access to 6 shikigami and may summon them as a bonus action.
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. As a Bonus Action, Megumi may force a creature standing on darkness to make a DC 19 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. 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. REACTIONSShadow Ridge (4 cursed energy). As a reaction against a melee attack roll, Megumi can force a creature within 10ft of himself to make a DC15 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. |
Jujutsu Sorcerer. Megumi has 20 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.
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 GardenMegumi'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.
Athletic History, 50 Meters In 3 Seconds!, Strong Body, Resilient. Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master. 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. |
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Divine Dog[edit]
Medium monstrosity (shikigami), unaligned Armor Class 14 (natural armor)
Saving Throws Str +6, Dex +5, Cha +3 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. Cursed Weapons. The Divine dog's weapon attacks are magical. ACTIONSMultiattack. The divine dog makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage and the target must succeed on a DC 15 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. |
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Gama[edit]
Medium monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +5, Dex +6, Con +4 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: +5 to hit, reach 20 ft., one target. Hit: 18 (4d6 + 3) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 15. 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 15, 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 17 (5d6) acid damage at the start of each of the gama's turns. The gama can have only one target swallowed at a time. REACTIONSTongue Grab. When an ally within 30 feet of the Toad would make a saving throw or take damage, the Toad can reach out and grab the ally out of harms way, pulling them next to the Toad's space. Causing the attack to miss or all damage/effects to be avoided so long as the Toad is outside the area of effect. |
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. |
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Nue[edit]
Large monstrosity (Shikigami), unaligned Armor Class 15 (natural armor)
Saving Throws Dex +6, Con +6 Cursed Energy. Nue has 15 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest. Nue's Cursed Energy can instead be replaced with double its summoner's level, + its charisma modifier, if that results in a greater pool. If its summoner has the Immense Cursed Energy feat, this pool can instead be calculated as its summoner's level, + its charisma modifier times 2, + its summoner's proficiency bonus, if that results in a greater pool. Cursed Energy Recovery. Nue regains 1 cursed energy at the beginning of it's 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: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage + 10 (3d6) lightning damage. Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. Lightning Charge (5 Cursed Energy). Nue fires a bolt of lightning at a single target 60 feet away. The target must make a DC 15 Dexterity saving throw. On a failure they take 37 (7d10) 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. |
Great Serpent[edit]
{{5e Creature |size=Huge |type=monstrosity |race=shikigami |alignment=unaligned |ac=15 |armor=natural armor |hd=18 |speed=50 ft., swim 50 ft., burrow 50 ft. |Str=21 |Dex=16 |Con=18 |Int=10 |Wis=12 |Cha=14 |athletics=yes |perception=yes |strsave=yes |consave=yes |stealth=yes |dv= |dr=poison |blindsight=10 |languages=Understands the languages of its summoner, but cannot speak it. |cr= |proficiency=+3 |features= Cursed Weapons. The Great Serpent's weapon attacks are magical.
Shadow Burrow. Great Serpent can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig.
|actions= Multiattack. The serpent makes two bite attacks. It may replace one of these with a constrict attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 17 (5d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 13 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 23 (4d8 + 4) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 17. On a failure, the target is grappled. Until this grapple ends, the creature is restrained, and the serpent can't constrict another target. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 17, escaping on a success.
|description=
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A Great Serpent trapping a target with it's bite, [[3]] |
The great serpent is a gigantic white snake with a tan yellow underbelly. Like most of the ten shadows shikigami, the snake has black markings all over its body, including a symbol on its forehead.
Improved Durability. This creature uses the Improved Durability rule.
Divine Dog Totality[edit]
Large monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +10, Dex +9, Cha +5 Keen Senses. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Cursed Weapons. The Divine Dog's weapon attacks are magical. 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. ACTIONSMultiattack. The Divine Dog makes two attacks: two with its bite . Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
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After one of the divine dogs dies, its strength and power flow to its partner and make it far stronger, being able to hurt even special grade curses. |
Rabbit Escape[edit]
Gargantuan swarm of Tiny monstrosities (shikigami), unaligned Armor Class 11 (natural armor)
Skills Perception +3, Stealth +5 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: +3 to hit, reach 5 ft., one target. Hit: 13 (4d4+3) piercing damage. Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (4d4+3) 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. |
Max Elephant[edit]
{{5e Creature |size=Huge |type=monstrosity |race=shikigami |alignment=unaligned |ac=17 |armor=natural armor |hd=30 |speed=70 ft. |str=29 |dex=13 |con=22 |int=6 |wis=15 |cha=9
|strsave=yes |dexsave= |consave=yes |intsave= |wissave= |chasave= |saves=
|dv= |languages=— |cr= |proficiency=+4 |features= 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 23 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 23 Constitution saving throw, taking 4d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 28d8, 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: +13 to hit, reach 5 ft., one target. Hit: 35 (6d8 + 8) piercing damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone creature. Hit: 41 (6d10 + 8) bludgeoning damage.
Trunk. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. The target must succeed on a DC 23 Strength saving throw or be pushed back 10 feet and be knocked prone.
Water Spray. Ranged Weapon Attack: +13 to hit, range 20/40 ft., one target. Hit: 17 (5d6) 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 23 Dexterity saving throw. On a failed save, a creature takes 26 (6d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
|description=
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A Max Elephant being summoned, [[6]] |
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]
{{5e Creature |size=Large |type=monstrosity |race=shikigami |alignment=unaligned |ac=16 |armor=natural armor |hd=16 |speed=50 ft. |str=18 |dex=14 |con=14 |int=8 |wis=10 |cha=20 |strsave=yes |dexsave=yes |chasave=yes |stealth=yes |survival=yes |languages=understands the languages of its summoner but can't speak |cr=6 |proficiency=+3 |dv= |features= 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 23 cursed energy which it can use to fuel a few of his abilities. All cursed energy he spends are replenished in a long rest.
The Round Deer's Cursed Energy can instead be replaced with double its summoner's level, + its charisma modifier, if that results in a greater pool. If its summoner has the Immense Cursed Energy feat, this pool can instead be calculated as its summoner's level, + its charisma modifier times 2, + its summoner's proficiency bonus, if that results in a greater pool.
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 150 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.
The Round Deer's reverse cursed technique pool can be replaced by its summoner's level, multiplied by its charisma modifier, multiplied by 5, if that results in a greater pool.
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.
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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.
|bonus actions= Reverse Cursed Technique Round 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.
|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.
|description=
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Sukuna summoning Round Deer, [7] |
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
Mourn Tiger[edit]
{{5e Creature |size=Large |type=Monstrosity |race=shikigami |alignment=Unaligned |ac=19 |armor=Natural Armor |acbonus=2 |hd=22 |speed=60 ft., 30 ft. climb |str=18 |dex=24 |con=16 |int=6 |wis=12 |cha=12
|strsave=yes |dexsave=yes |consave= |intsave= |wissave=yes |chasave= |saves=
|acrobatics=expertise |animalhandling= |arcana= |athletics=yes |deception= |history= |insight= |intimidation= |investigation= |medicine= |nature= |perception=yes |performance= |persuasion= |religion= |sleightofhand= |stealth=expertise |survival= |skills=
|di= |ci= |dr=Bludgeoning, Piercing, and Slashing from non-magical attacks |dv= |darkvision=60 |languages=— |proficiency=+4 |cr=9 |xp= |features= 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.
|ba= Enhanced Dexterity. The Mourn Tiger can take the Disengage, Dodge or Hide action as a bonus action.
|description=
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Mourn Tiger's appearance, [[8]] |
The Mourn Tiger is the ONLY shikigami from Jujutsu Kaisen that we have NOT seen, so things on this page are pure speculation!
- Feats
Improved Durability. This creature uses the Improved Durability rule.
Piercing Ox[edit]
Large monstrosity (shikigami), unaligned Armor Class 14 (natural armor)
Saving Throws Str +11, Con +8 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 100 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 100 feet. Design Note: Canon Variant, the damage’s maximum distance is increased to 300 feet. Cursed Weapons. The Piercing Ox's weapon attacks are magical. ACTIONSGore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 7) piercing damage. Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature. Hit: 19 (2d12 + 7) 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. |
Chimera Beast Agito[edit]
Huge monstrosity, unaligned Armor Class 20 (natural armor)
Saving Throws Str +13, Dex +11, Con +11, Wis +8, Cha +11 Ultimate Totality. As a totality between Round Deer, Nue, Great Serpent, and Mourning Tiger it gains all features the previous shikigami had. Invisible Force. The Chimera Beast Agito 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. The Chimera Beast Agito has 60 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Agito's Cursed Energy can instead be replaced with double its summoner's level, + its charisma modifier, if that results in a greater pool. If its summoner has the Immense Cursed Energy feat and the Overflowing Cursed Energy, this pool can instead be calculated as double its summoner's level, + its charisma modifier times 6, + its summoner's proficiency bonus, if that results in a greater pool. Cursed Energy Recovery. The Chimera Beast Agito recovers 1 cursed energy at the beginning of its turns. Flyby. The Chimera Beast Agito doesn't provoke an opportunity attack when it flies out of an enemy's reach. Cursed Weapons. Agito's weapon attacks are magical. Reverse Cursed Technique Pool. Agito has a healing pool of 1000 that it can use utilizing his Reverse Cursed Technique. It can heal this way until the pool ends which is when it enters burnout. Its reverse cursed technique pool replenishes at the end of a long rest. Additionally, Agito may try to force its reverse cursed technique to come out despite being in burnout, forcing itself to make a DC 20 Constitution saving throw. On a success, it regains or heals half as much as it normally would. Agito's reverse cursed technique pool can be replaced by its summoner's level, multiplied by its charisma modifier, multiplied by 10, if that results in a greater pool. Shadow Burrow. Agito can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig. Keen Hearing, Sight and Smell. Agito has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell. Sprint. Once per turn, Agito can move ten times its normal speed (800 feet). Strong Leap. Agito's jump distance and height is quadrupled. Natural Camouflage. Agito has advantage on Dexterity (Stealth) checks made to hide. Sneak Attack. Once per turn when Agito has advantage on an attack roll, the attack deals two additional damage dice. Agito 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 Agito doesn’t have disadvantage on the attack roll. Pounce. If Chimera Beast Agito moves at least 20 ft. straight toward a creature and then hits it with a Beak or Electric Fists attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, the Chimera Beast Agito can make one beak attack against it as a bonus action. ACTIONSMultiattack. Chimera Beast Agito makes three attacks: one with its beak and two with its electrical fists. Beak. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) piercing damage. Fists. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d10+7) bludgeoning. Agito can spend 3 Cursed Energy to add 15 (3d10) lightning damage to the roll, and also force the target to make a DC 21 Constitution saving throw, be stunned until the end of their next turn on a failure. Reverse Cursed Technique. The Chimera Beast Agito touches another creature, spending cursed energy to heal them with its reverse cursed technique. The target regains 10 hit points per 1 cursed energy spent by Agito. Each hit point healed reduces Agito's Reverse Cursed Technique pool accordingly. Lightning Charge (5 Cursed Energy). The Chimera Beast Agito punches towards a target within 30 feet of it with its fists, launching lightning in their direction. The target must make a DC 21 Dexterity saving throw, taking 40 (8d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a Constitution saving throw at the beginning of its turns, on a success it will end the condition early. BONUS ACTIONSEnhanced Dexterity. Agito can take the Disengage, Dodge or Hide action as a bonus action. Curse of Mourning. The Chimera Beast Agito can curse a creature within 60 ft with the Curse of Mourning. The target must make a Charisma saving throw (DC 19). On a failure, saving throws and attack rolls are reduced by a dice roll. This dice roll depends on the Charisma of the Ten Shadows user who summoned Agito. If the user has a +1 Charisma modifier the dice is 1d4. For every +1 the dice increases by another tier (1d4>1d6>1d8...). This has a maximum of up to 1d12. This lasts for 1 minute and a creature can remake the save at the end of their turns. On a success, the target is not affected. REACTIONSOffensive Protection. When Agito's master is within 30 ft. of it and is targeted by a melee weapon attack, it rushes towards them, adding a +2 bonus to its master's AC and making a Beak attack against the attacker. Supportive Protection. When Agito's master is within 30 ft. of it and is targeted by a melee weapon attack, it rushes towards them, adding a +2 bonus to its master's AC and using its Reverse Cursed Energy on them if it still has any left. Neutralize Energy. As a Reaction to the casting of a spell or the use of an Innate Technique within range, the Chimera Beast Agito selects one spell or Cursed Technique within 60ft that costs less than 20 cursed energy before reductions, and then attempts to cancel the effect with positive energy. Agito 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. Agito 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 ability check (either Charisma or Intelligence for a Jujutsu Sorcerer) against the Round Deer's Cursed Energy DC (18 without modifications). On a failed check, the spell or technique is negated. Reverse Cursed Technique In response to taking damage, Agito uses the Reverse Cursed Technique, spending cursed energy to heal itself. Agito regains 20 hit points per 1 cursed energy spent. Each hit point healed reduces the Agito's Reverse Cursed Technique pool accordingly. |
Chimera Beast Agito is an improved humanoid version of the Nue shikigami which inherited the powers of Great Serpent, Tiger Funeral, and Round Deer.[69] It is a powerful, towering shikigami capable of producing electricity and regenerating with reverse cursed technique. Chimera Beast Agito has the following feats Improved Reverse Cursed Technique Back to Main Page → 5e Homebrew → Creatures
Ultimate Chimera Juujito
Chimera Rabbit
Eight-Handled Sword Divergent Sila Divine General Mahoraga
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