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. 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:
Sukuna 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 Sukuna ends it at will (no action required).
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). Well's Unknown Abyss. Megumi can now combine his shikigami to reduce the chances of them dying permanently at the cost of the fusion being weak. During a long rest, Megumi may make a DC 16 Intelligence to spend 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 and creating a Lesser Hybrid. The Lesser Hybrid is destroyed if reduced to 0 hit points. All Lesser Hybrids cost half the cost of the base shikigami plus half of the cost of the enhancer shikigami, to a minimum of 2. When created, the Lesser Hybrid follows these rules:
This ability cannot be used to fuse Eight-Handled Sword Divergent Sila Divine General Mahoraga. If the fused shikigami is destroyed, you may resummon the original shikigami individually as long as the base shikigami was not destroyed. To resummon a destroyed Lesser Hybrid, you may redo the Intelligence check, with the DC rising by 1 every time the Lesser Hybrid is destroyed to a maximum of 20. Megumi may have a total of 7 Lesser Hybrids. Megumi can also make a DC 20 Intelligence check to spend 15 Cursed Energy to fuse a base shikigami with an enhancer shikigami, granting the fused shikigami the shikigami Alteration feature of the enhancer and creating a Greater Hybrid. Megumi may turn a Lesser Hybrid into a Greater Hybrid by conducting a hour-long ritual during a short or long rest. The Greater Hybrid is destroyed if reduced to 0 hit points. All Greater Hybrids cost the same as the base shikigami plus half of the cost of the enhancer shikigami. When created, the Greater Hybrid follows these rules:
This ability cannot be used to fuse 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. To resummon a destroyed Greater Hybrid, he may redo the Intelligence check, with the DC rising by 1 every time the Lesser Hybrid is destroyed to a maximum of 25. Megumi may have a maximum of 14 Greater Hybrids stored. Improved Reverse Cursed Technique. Megumi has a healing pool of 1400 that he can use with his reverse cursed energy. If he is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. Megumi can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 10 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest. Improved Output. Megumi may use his Reverse Cursed Technique on others, though the amount he heals other creatures is 3/4th as much as. Additionally, whenever he deals damage to a Cursed Spirit with an Unarmed Strike or a Natural weapon, he may spend up to 7 Cursed Energy to deal 5 radiant damage per 1 Cursed Energy spent. The total amount of radiant damage is subtracted from his healing pool. 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.
Mastery of the General (5 cursed Energy) Megumi can keep the Eight-Handled Wheel above his or his summons heads for a maximum of 7 minutes. If the creature with the wheel on its head starts taking damage, effects, or phenomena, the wheel will begin to adapt just as described in the Eight-Handled Wheel. If Mahoraga is summoned or pulled from Shadow Storage, he will continue the adaptation process, or if the adaptation has been completed, he will become fully adapted. Only Mahoraga gains the benefit of the adaptation, not any other creature with the wheel, even if they are adapting for him. Additionally, if Megumi is incapacitated, he can summon or pull from Shadow Storage Mahoraga no action required by spending the normal amount of required cursed energy. In doing so, he controls him directly instead of commanding him(no action required) as long as he is still incapacitated. Lightning Charge (5 Cursed Energy). Megumi fires a bolt of lightning at a single target within 60ft. The target must make a DC 21 Dexterity saving throw. On a failure they take 15 (3d10) 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. Megumi may only use this action if he has not summoned Nue or any fusion shikigami with Nue as a component. Lightning Ray (10 cursed energy) Megumi makes a cursed energy attack roll against a creature within 60 feet of you. On a hit, the creature takes 50 (10d10) lightning damage. Megumi may only use this action if he has not summoned Nue or any fusion shikigami with Nue as a component. Water Spray (6 cursed energy). Ranged Weapon Attack: +12 to hit, range 20/40 ft., one target. Hit: 7 (2d6) bludgeoning damage. Megumi may only use this action if he has not summoned Max Elephant or any fusion shikigami with Max Elephant as a component. Water Cannon (6 cursed energy). Megumi sprays water in a 15-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Megumi may only use this action if he has not summoned Max Elephant or any fusion shikigami with Max Elephant as a component. Pressurized Beam (12 cursed Energy). Megumi forces all creatures in a 5 foot wide, 120 foot long line make a DC 21 Dexterity saving throw. On a failure, they take 13 (3d8) bludgeoning damage and 28 (7d8) piercing damage. On a success, they take half as much damage. Megumi may only use this action if he has not summoned Max Elephant or any fusion shikigami with Max Elephant as a component. Divine Slash (6 cursed energy). Megumi forces all creatures in a 15 foot wide, 30 foot long square to make 3 Dexterity saving throws. On a failure, they take 7d8 slashing damage. On a success, they take half as much damage. Megumi may only use this action if he has Divine Claws active. Venom Spray (10 cursed energy). Megumi forces all creatures in a 10 foot wide, 60 foot long line to make a Constitution saving throw. On a failure, they take 7d8 poison damage and are poisoned. On a success, they take half as much damage and are not poisoned. Megumi may only use this action if he has not summoned Great Serpent or any fusion shikigami with Great Serpent as a component. 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. Divine Claws (3 cursed energy). Megumi forms the Divine Dogs claws on his fingers, adding 7d6 slashing damage to his Cursed Strikes. Megumi can have his Divine Claws active for 14 rounds before they disappear. Megumi may only use this bonus action if he has not summoned Divine Dogs or any fusion shikigami with Divine Dogs as a component. Venom Coating (5 cursed energy). Megumi coats himself in Great Serpents venom. Whenever Megumi strikes a creature with Cursed Strike or a creature strikes him in melee range, they must make a DC 21 Constitution saving throw. On a failure, they take 7d6 poison damage and are poisoned. On a success, they take half as much damage and are not poisoned. Megumi may only use this bonus action if he has not summoned Great Serpent or any fusion shikigami with Great Serpent as a component. 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. |
This NPC is based on the character of the same name from the fanfic JJK Minus One by Plug01 on AO3. Link: https://archiveofourown.org/works/53578576/chapters/135623998 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 Domain is a huge shadow pool, dimly illuminated by teal light with the Merged Beast looming over everything. The sure hit of the domain applies to a constant barrage of ten separate attacks, each representing a different one of Megumi's shikigami: Divine Slash. Deals 7d8 slashing damage. Lightning Charge. Deals 3d10 lightning damage and knocks the target prone. Venom Spray. Deals 7d8 poison damage and poisons the target. Tongue Crush. The target is grappled by a shadowy tongue and crushed, taking 4d6 force damage. Pressurized Beam.' Deals 13 (3d8) bludgeoning damage and 28 (7d8) piercing damage. Shadow Rain. The target is hit by 7 droplets of shadow every turn, each dealing 1d4 force damage. Radiant Aura. If the target is human, they are healed for 7d10 hit points every turn, while if they are a Cursed Spirit, they take 7d10 Radiant damage every turn. Gore. A horn is summoned that deals 7d12 piercing damage. Striped Shockwave. Deals 7d12 force damage. General's Judgement. a wheel appears above the targets head. The target is adapted to, becoming unable to deal any sort of damage to Megumi. This adaptation only applies to inside the Domain, and is lost when the Domain disappears. Megumi can choose which attacks apply to any creatures upon the activation of 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. He cannot create copies of Mahoraga with this feature. Merged Beast. Megumi's Domain contains a colossal shikigami that has traits of all his base shikigami called the Merged Beast. Megumi may order the Merged Beast to attack any creature inside his Domain.
Megumi's domain refinement points are 800. Domain Durability. His domain has 2600 hit points. Technique Efficiency. While inside his domain, Megumi may use Copy or any of the Lapse Techniques of any of his Copied Techniques for 0 Cursed Energy. Increased Potency. While inside his domain, Megumi's cursed techniques deal 10 additional damage dice. Lasting Domain. Megumi's Domain lasts for 2 minutes instead of 1. 0.2 Domain Expansion. As a part of opening his Domain Megumi may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way. Efficient Expansions. Megumi's Domain Expansion cost is reduced by 8 (already added) and he only gains 1 level of exhaustion after his domain ends. Durable Barrier. Megumi's Domain gains immunity to all non-magical damage from both sides, but remains resistant to all damage from the inside and vulnerable to all damage from the outside. Barrier Properties
Athletic History, 50 Meters In 3 Seconds!, Strong Body, Resilient. Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master. Immense Cursed Energy, Overflowing Cursed Energy. Technique Materialization, Complete Totality, Mastery of the General Cursed Energy Manipulator (x2), Cursed Enhanced Body, Advanced Energy Usage. Reverse Cursed Technique, Improved Reverse Cursed Technique, Improved Output. 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]
Huge monstrosity (shikigami), unaligned Armor Class 15 (natural armor)
Saving Throws Str +3, Con +3 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. ACTIONSMultiattack. 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.
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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]
Huge monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Saving Throws Str +13, Con +10 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. 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: +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.
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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 +7, Dex +5, Cha +8 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. 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 |
Mourn Tiger[edit]
Large monstrosity (shikigami), unaligned Armor Class 19 (Natural Armor)
Saving Throws Str +8, Dex +11, 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. |
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 |
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Ultimate Chimera Juujito[edit]
Huge monstrosity (shikigami), unaligned Armor Class 27 (natural armor)
Saving Throws Str +19, Dex +19, Con +19, Wis +15, Cha +19 Invisible Force. Ultimate Chimera Juujito 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. Ultimate Chimera Juujito has 100 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Juujito'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. Improved Cursed Energy Recovery. Ultimate Chimera Juujito recovers 3 cursed energy at the beginning of its turns. Reverse Cursed Technique Pool. Juujito has a healing pool of 2900 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, Juujito 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. Juujito'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. Sneak Attack. Once per turn when Juujito has advantage on an attack roll, the attack deals two additional damage dice. Juujito 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 Juujito doesn’t have disadvantage on the attack roll. Realistic Weight. When Juujito falls to the ground, if it falls on any creatures they must succeed on a DC 22 Constitution saving throw, taking (5) 1d10 bludgeoning damage for every 10 feet it fell, maximum (138) 25d10, and be knocked prone on a failure or half as much on a success. Pounce + Trampling Charge. If Juujito moves at least 20 ft. straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on two DC 27 Strength saving throws. If it fails a save it will be knocked prone and Juujito can use a bonus action to make one unarmed strike against the creature per save failed. Battering Ram. When Juujito hits a target with a melee weapon attack, 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 Juujito for every d12 of damage it took to a maximum of 100 feet. Support Carry. When Juujito has a large sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in it's mouth. While support carrying Juujito can only move. Pack Tactics. Juujito has advantage on an attack roll against a creature if at least one of the Juujito's allies is within 5 feet of the creature and the ally isn't incapacitated. Shadow Burrow. Juujito 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. Juujito has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell. Legendary Resistance (3/Day). If Juujito fails a saving throw, it can choose to succeed instead. Natural Camouflage. Juujito has advantage on Dexterity (Stealth) checks made to hide. Flyby. Juujito doesn't provoke an opportunity attack when it flies out of an enemy's reach. Sprint. Once per turn, Juujito can move ten times its normal speed (1500 feet). Strong Leap. Juujito's jump distance and height is quadrupled. Amphibous. Juujito can breathe air and water. Cursed Weapons. Juujito's weapon attacks are magical. ACTIONSMultiattack. Ultimate Chimera Juujito makes four unarmed strikes. Combo (Recharge 6.) Ultimate Chimera Juujito picks four actions from Bite, Tongue, Chimera Rabbit, Lightning Charge, Lightning Unarmed Strike, Poisonous Constrict and Water Blast and performs them, it cannot pick the same action twice. Certain actions have additional effects when comboed this way.
Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 65 (10d10 + 10) bludgeoning damage. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 75 (10d12 + 10) piercing damage. If this attack hits the creatures arm or leg, the creature must make a DC 20 Strength saving throw, on a failure Juujito tears off the limb that was hit. If the creature has a Jujutsu Sorcerer level/CR greater than 14, they make this save with advantage. Tongue. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 55 (7d12 + 10) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 27. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and Juujito can't make tongue attacks against different targets. After the creature is grappled or at the beginning of it's turns, Juujito may choose to either slam, swallow or partially swallow the creature.
If Juujito dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The creature may make a DC 27 Strength or Dexterity check to escape the grapple as an action. Chimera Rabbit (1 Cursed Energy.) Juujito creates a Chimera Rabbit within 30 ft. of it. Juujito may have up to 9 Chimera Rabbits summoned at once. All Chimera Rabbits are killed/desummoned when Juujito is killed/desummoned. Lightning Charge (5 Cursed Energy). Juujito punches towards a target within 30 feet of it with its fists, launching lightning in their direction. The target must make a DC 27 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. Lighting Unarmed Strike (3 Cursed Energy.) Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 65 (10d10 + 10) bludgeoning damage + 45 (10d8) lightning damage. The target must make a DC 27 Constitution saving throw or be stunned until the beginning of Juujitos next turn. Poisonous Constrict. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 62 (8d12 + 10) bludgeoning damage. Juujitos snake tail wraps around a creature whilst poisonous teeth stick out from the snakes scales and bite into them. The creature must make a DC 27 Strength saving throw or be grappled, whilst grappled, at the start of its turns, the creature must make a DC 27 Constitution saving throw or take 35 (10d6) piercing damage and become poisoned. Juujito may only have one creature grappled this way at a time. Water Blast. Ranged Weapon Attack: +19 to hit, range 30/60 ft., one target. Hit: 88 (12d12 + 10) bludgeoning damage. Additionally, every creature in a 30 ft. cone in the direction of the attack must make a DC 27 Constitution saving throw. On a failure they take 32 (5d12) bludgeoning damage and are knocked prone. On a success they take half as much damage and are not knocked prone. Reverse Cursed Technique. Juujito 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. Each hit point healed reduces Juujitos Reverse Cursed Technique pool accordingly. BONUS ACTIONSEnhanced Dexterity. Juujito can take the Disengage, Dodge or Hide action. Curse of Mourning. Juujito can curse a creature within 60 ft with the Curse of Mourning. The target must make a Charisma saving throw (DC 27). On a failure, saving throws and attack rolls are reduced by a dice roll. This dice roll depends on the Charisma modifier of the Ten Shadows user who summoned Juujito. 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. REACTIONSTongue Grab. When an ally within 40 feet of Juujito would make a saving throw or take damage, Juujito can reach out and grab the ally out of harms way, pulling them next to the its space. Causing the attack to miss or all damage/effects to be avoided so long as Juujito is outside the area of effect. Projectile Intercept. When a ranged attack targets itself, an ally or the summoner within 60 feet, Juujito can intercept the attack with its tongue. It makes a contested melee attack roll against the attack roll. If Juujito's roll is higher, it catches the projectile 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. Offensive Protection. When Juujito'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 an unarmed strike against the attacker. Supportive Protection. When Juujito'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. Juujito selects one spell, active cursed energy effect or Cursed Technique within 10 ft. that costs less than 20 Cursed Energy before reductions, and then attempts to cancel the effect with positive energy. Juujito 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. Juujito 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 DC 27 Spellcasting or Cursed Energy ability check (either Charisma or Intelligence for a Jujutsu Sorcerer). 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. Reverse Cursed Technique In response to taking damage, Juujito uses the Reverse Cursed Technique, spending cursed energy to heal itself. Juujito regains 20 hit points per 1 cursed energy spent. Each hit point healed reduces the Juujito's Reverse Cursed Technique pool accordingly. LEGENDARY ACTIONSThe Chimera 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. The Chimera regains spent legendary actions at the start of its turn. Attack. Juujito makes one unarmed strike. |
Ultimate Chimera Juujito has the following feats Improved Reverse Cursed Technique Improved Durability. This creature uses the Improved Durability rule. |
Chimera Rabbit[edit]
Tiny monstrosity (shikigami), unaligned Armor Class 19 (natural armor)
Saving Throws Str +8, Dex +10 Invisible Force. The Chimera Rabbit 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 Rabbit has 20 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. The Chimera Rabbits Cursed Energy can instead be replaced with double Juujitos summoner's level, + its charisma modifier, if that results in a greater pool. If Juujitos summoner has the Immense Cursed Energy feat, this pool can instead be calculated as Juujitos summoner's level, + its charisma modifier times 2, + Juujitos summoner's proficiency bonus, if that results in a greater pool. Cursed Energy Recovery. The Chimera Rabbit recovers 1 cursed energy at the beginning of its turns. Cursed Weapons. The Chimera Rabbits weapon attacks are magical. Stronger Shadows. The Chimera Rabbit receives Stronger Shadows counters equal to half the Stronger Shadows counters Ultimate Chimera Juujito had when creating it (rounded down). It cannot recieve Stronger Shadows counters from any other source. ACTIONSMultiattack. The Chimera Rabbit makes two kick attacks. Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. Chimera Feature. When the Chimera Rabbit is created, it gains a feature from a random shikigami in the Totality that created it. Roll 1d8, it gains the corresponding feature.
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A rabbit with the powers of other shikigami created by a Totality with Rabbit Escape. Improved Durability. This creature uses the Improved Durability rule. |
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Eight-Handled Sword Divergent Sila Divine General Mahoraga[edit]
Huge monstrosity (shikigami), neutral evil Armor Class 23 (natural armor)
Saving Throws Str +18, Con +18 Cursed Energy. Mahoraga has 40 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. Mahoraga'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 double its summoner's level, + its charisma modifier times 2, + its summoner's proficiency bonus, if that results in a greater pool. Cursed Armor (1-Charisma modifier 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:
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 Charisma modifier 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: +18 to hit, reach 5 ft., one target. Hit: 37 (5d10 + 10) bludgeoning damage. Sword of Extermination. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 54 (8d10 + 10) slashing damage. This damage's dice are quadrupled and it's 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-Charisma modifier 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 ACTIONSThe Mahoraga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mahoraga regains spent legendary actions at the start of its turn. Attack. Mahoraga makes one Sword of Extermination attack. |
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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Merged Beast[edit]
Gargantuan monstrosity (Shikigami), unaligned Armor Class 22 (unarmored defense)
Skills Athletics +19, Intimidation +11, Perception +8 Cursed Weapons. The Merged Beast's attacks are considered magical. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Merged Beast. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Merged Beast. Cursed Energy. The Merged Beast has 107 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished upon the reopening of Megumi's Domain. Cursed Armor. The Merged Beast can spend up to 5 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Merged Beast can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Cursed Strike. When the Merged Beast makes an unarmed strike, it may spend up to 6 cursed energy, dealing an additional 1d8 necrotic damage per point spent. This may also be used when the Merged Beast hits a Nat 20. Curse-Empowered Strikes. The Merged Beast's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included). Brawn/Endurance. Whenever the Merged Beast makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Energy Recovery. The Merged Beast regains 1 cursed energy at the beginning of it's turns. Peak of Might. Whenever the Merged Beast hits a critical with a melee weapon attack that uses Strength it may shove or grapple the creature. Colossal Physique.
Strong Body. The Merged Beast reduces all non-magic damage it takes but psychic by 6.
Heavy Slam. Whenever the Merged Beast 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. The Merged Beast makes a contested Athletics check against the creature who contests via Athletics or Acrobatics check (Their choice). On a successful check, its opponent is driven into the earth beneath it ending the grapple early, taking bludgeoning damage equal to two rolls of the Merged Beast's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from its iron grasp, causing the Merged Beast's grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If the Merged Beast scores a 20 on the Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of its unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of the Merged Beast's next turn. Heavy Finisher. Once per round as part of hitting a melee attack, the Merged Beast can spend up to 7 cursed energy to make its target make a DC21 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back 7 + the amount of cursed energy spent times 20 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. The Merged Beast can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, the Merged Beast can spend up to 7 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained in the ground. On a success, they take half as much damage and their speed is halved until the beginning of the Merged Beast's next turn. If they fail by 5 or more, they are also Confused until the beginning of the Merged Beast's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. ACTIONSMultiattack. The Merged Beast can make four Unarmed Strikes. Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) bludgeoning and 6 (1d12) necrotic damage. BONUS ACTIONSMartial Arts. Whenever the Merged Beast makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, the Merged Beast can make two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). The Merged Beast can take the dodge action as a bonus action on its turn. Cursed Wind Step (3 Cursed Energy). The Merged Beast can take the dash or disengage action as a bonus action on its turn. Explosive Blow (8, 10 or 14 Cursed Energy). The Merged Beast concentrates on channeling a very condensed portion of its cursed energy into either its limbs or a weapon for 8 cursed energy. For 1 minute after it performs this bonus action, the next melee attack it lands adds half of its attacks’ damage dice (rounded down) as extra damage onto the damage roll for its attack. If the Merged Beast receives damage from any source, it must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Merged Beast lands a melee attack, it may expend 10 cursed energy to add half of its damage dice (rounded down) to the damage roll of its attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that the Merged Beast uses with this feature will instead add its attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Merged Beast's attacks' ability modifier or Charisma modifier times 10 in a direction of its choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Merged Beast's attack’s damage roll instead. REACTIONSHuman Wall (6/long rest). Upon hitting 0 hit points, the Merged Beast can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. LEGENDARY ACTIONSThe Merged Beast can take 1 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. The Merged Beast regains spent legendary actions at the start of its turn. Attack. The Merged Beast moves up to half its movement and can make an Unarmed Strike. |
A Shikigami found exclusively inside Megumi's Domain, the Merged Beast combines traits of all of Megumi's Shikigami. It is a skeleton, featuring a stone mask like Nue’s, and a head appendage like Mahoraga's. Just below a pair of antlers, like Round Deer, were another pair of horns like those of Piercing Ox, and visible, powerful canines like Divine Dogs at its mouth. Within its gigantic maw, a pair of tusks like those of Max Elephant, a pose akin to Toad's, and a tail resembling a snake like Great Serpent. Atop its forehead was a symbol like Rabbit Escape’s, and finally, a set of powerful claws like Tiger Funeral’s own. Merged Beast's Feats: Athlete History, Colossal Physique, Strong Body, Human Wall. |
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