Megumi Fushiguro (JJK-1) (Jujutsu kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Fushiguro Megumi[edit]

Medium humanoid (human), lawful neutral


Armor Class 21 (Unarmored Defense)
Hit Points 565 (40d10+300)
Speed 75ft.


STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 20 (+5) 24 (+7) 16 (+3) 14 (+2)

Saving Throws Dex +11, Con +10, Int +12
Skills Acrobatics +11, Arcana +12, History +17, Insight +8, Investigation +12, Perception +8, Persuasion +7, Stealth +11
Proficiency Bonus +5
Senses passive Perception 18
Languages Common
Challenge 20 (25,000 XP)


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.


Shadow Merge. As a free action or during a short or long rest, Megumi can connect to the shadow of a creature within 120ft of himself.

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

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

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

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

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

ACTIONS

Multiattack. Megumi makes three attacks with his unarmed strikes.

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

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

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

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

BONUS ACTIONS

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

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

  • Divine dogs (1 Cursed Energy).
  • Nue (1 Cursed Energy).
  • Gamma (1 Cursed Energy).
  • Great Serpent (1 Cursed Energy).
  • Rabbit Escape (1 Cursed Energy).
  • Divine Dog Totality (1 Cursed Energy).
  • Max Elephant (1 Cursed Energy).
  • Round Deer (1 Cursed Energy).
  • Mourn Tiger (2 Cursed Energy).
  • Piercing Ox (3 Cursed Energy).
  • Eight-Handled Sword Divergent Sila Divine General Mahoraga (13 Cursed Energy).
  • Chimera Beast Agito (1 Cursed Energy).

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.

REACTIONS

Shadow 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.

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

Jujutsu Sorcerer.

Megumi has 20 levels in the Jujutsu Sorcerer class.

Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

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

  • Power Enhancement. Megumi can now spend up to 7 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 7 (to a minimum of 1 cursed energy). (Applied)
  • Distance Enhancement. 'Megumi can spend up to 7 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.
  • Specialized Technique. Megumi can choose a technique of his choosing to become his favourite technique granting him the following benefits: The damage die of the technique is increased by 5 damage die, the range of the technique is increased by 30ft. and finally the technique's cursed energy cost is halved rounded up. (Applied)

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

Domain Expansion: Chimera Shadow Garden

Megumi's Incomplete Domain is a huge shadow barrier, filling his surroundings with overwhelming darkness. Due to it being an incomplete domain he must expand it in an enclosed area. The area counts as difficult terrain to all creatures of his choice, and Megumi is under the effects of freedom of movement as long as he is within the domain.

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

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

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


Feats

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

Taijutsu Sorcery, Acrobatic Fighter, Shikigami Battle Master.

Cursed Weapon Wielder.

Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

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

Improved Durability.

This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.


0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

}}

Divine Dog[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 17 (+3) 7 (-2) 15 (+2) 12 (+1)

Saving Throws Str +6, Dex +5, Cha +3
Skills Athletics +6, Perception +4, Stealth +5
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 14
Languages Understands it's masters' languages but can't speak them.


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.

ACTIONS

Multiattack. 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.


Fushiguro_using_Jade_Hounds.png
Two Divine Dogs together, [2]

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.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Gama[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 50 ft., swim 70 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 6 (-2) 16 (+3) 10 (+0)

Saving Throws Str +5, Dex +6, Con +4
Skills Acrobatics +8
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages understands the languages of its summoner but can't speak


Amphibious. The gama can breathe air and water.

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

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

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

ACTIONS

Tongue. Melee Weapon Attack: +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.
If the gama dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
The gama can choose to partly swallow a creature. If the creature is partly swallowed, it isn't blinded and doesn't take any acid damage.

REACTIONS

Tongue Grab. When an ally within 30 feet of the 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.

Toad.png
A gama showing its tongue, Source

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.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Nue[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft., fly 90 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Dex +6, Con +6
Skills Perception +6, Stealth +6
Proficiency Bonus +2
Damage Resistances lightning
Senses passive Perception 16
Languages Understands the languages of its summoner, but cannot speak it.


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.

ACTIONS

Multiattack. 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.


Nue.jpg
Nue

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

Improved Durability. This creature uses the Improved Durability rule.

0.00
(0 votes)

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

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=

Fushiguro_attacking_Sukuna_with_Monster_Serpent.png
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)
Hit Points 241 (23d10 + 115)
Speed 110 ft.


STR DEX CON INT WIS CHA
23 (+6) 20 (+5) 20 (+5) 8 (-1) 17 (+3) 13 (+1)

Saving Throws Str +10, Dex +9, Cha +5
Skills Acrobatics +9, Athletics +10, Perception +11, Stealth +9
Proficiency Bonus +4
Damage Resistances non magical bludgeoning, slashing and piercing damage
Condition Immunities charmed, frightened
Senses passive Perception 21
Languages Understands the languages of it's master but can't speak.


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.

ACTIONS

Multiattack. 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.


Divine_Dog_Totality_%28Anime%29.png
The Totality of the Divine Dogs, [4]

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.

0.00
(0 votes)

Rabbit Escape[edit]

Gargantuan swarm of Tiny monstrosities (shikigami), unaligned


Armor Class 11 (natural armor)
Hit Points 651 (62d20)
Speed 65 ft., burrow 35 ft.


STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 6 (-2)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Condition Immunities grappled, frightened, stunned, prone, charmed, restrained, paralyzed, petrified
Senses passive Perception 13
Languages


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

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

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

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

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

ACTIONS

Bite. Melee Weapon Attack: +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.


dedf73a2701fd40a6c84f797b12e5980.jpg
A ten shadows user summoning rabbit escape, [5]

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.

0.00
(0 votes)


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=

image-2024-11-03-181003830.png
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.


|actions= Multiattack. The Round Deer gives two Antlers attacks.

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

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

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

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

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

|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=

Round_Deer.png
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

Reverse Cursed Technique

Improved Output


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=

Tiger.png
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

Acrobatic Fighter.

Improved Durability. This creature uses the Improved Durability rule.


Piercing Ox[edit]

Large monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 475 (50d10 + 200)
Speed 70 ft.


STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 18 (+4) 5 (-3) 5 (-3) 5 (-3)

Saving Throws Str +11, Con +8
Proficiency Bonus +4
Senses passive Perception 7
Languages understands the languages of its summoner but can't speak
Challenge 11 (7,200 XP)


Invisible Force. The Piercing Ox is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

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

Battering Ram. When Piercing Ox hits a target with its Gore, it deals an additional 1d12 damage for every 10 feet traveled up to a maximum of 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.

ACTIONS

Gore. 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.


1000.png
Piercing Ox readying another attack.[[9]]

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)
Hit Points 287 (25d12 + 125)
Speed 80 ft., swim 40 ft., fly 80 ft., 30 ft. climb, 30 ft. burrow


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 20 (+5) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Str +13, Dex +11, Con +11, Wis +8, Cha +11
Skills Acrobatics +17, Insight +8, Perception +14, Stealth +17, Survival +8
Proficiency Bonus +6
Damage Resistances lightning, bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 24
Languages the languages of its summoner
Challenge 20 (25,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

Enhanced 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.

REACTIONS

Offensive 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.

bc8fd8e6480204d7d609ed02bba824a8.jpg
A jujutsu sorcerer summoning Agito, [10]

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

Reverse Cursed Technique

Improved Reverse Cursed Technique

Improved Output

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png


Ultimate Chimera Juujito

Huge monstrosity (shikigami), unaligned


Armor Class 27 (natural armor)
Hit Points 1551 (94d12 + 940)
Speed 150 ft., swim 150 ft., fly 150 ft., 150 ft. climb, 150 ft. burrow


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 20 (+5) 22 (+6) 30 (+10)

Saving Throws Str +19, Dex +19, Con +19, Wis +15, Cha +19
Skills Acrobatics +28, Insight +15, Perception +24, Stealth +28, Survival +15
Proficiency Bonus +9
Damage Resistances lightning, bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 34
Languages the languages of its summoner
Challenge 29 (135,000 XP)


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.

ACTIONS

Multiattack. 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.

  • Water Blast: If a creature fails the saving throw, their resistance to lightning damage is lowered by one stage for the next attack they are hit by (Immunity->Resistance->Vulnerability).
  • Tongue: If the next action after Tongue is a melee weapon attack, Juujito may pull the creature in with its tongue before hitting them, making the attack deal an extra 6 (1d12) damage for every 5 ft. of distance between the creature was pulled.

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.

  • Slam: Juujito may pick a point within 40 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 grapple ends and the creature is blinded and restrained, it has total cover against attacks and other effects outside of Juujito and takes 49 (14d6) acid damage at the start of each of Juujitos turns. Juujito may only have one creature swalled at a time. The grappled creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 27, escaping on a success.
  • Partially Swallow: This functions the same as Swallow, except the creature is not blinded and does not take acid damage.

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 ACTIONS

Enhanced 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.

REACTIONS

Tongue 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 ACTIONS

The 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.
Move. Juujito moves up to its movement speed without provoking opportunity attacks.
Reverse Curse Technique. Juujito uses its reverse cursed technique on itself or another creature within its reach.

totality-fr.jpg
A totality made of 9 of the shikigami from the Ten Shadows Technique, [[11]]

Ultimate Chimera Juujito has the following feats

Reverse Cursed Technique

Improved Reverse Cursed Technique

Improved Output

Improved Durability.

This creature uses the Improved Durability rule.

0.00
(0 votes)

Chimera Rabbit

Tiny monstrosity (shikigami), unaligned


Armor Class 19 (natural armor)
Hit Points 189 (42d4 + 84)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 22 (+6) 14 (+2) 10 (+0) 10 (+0) 20 (+5)

Saving Throws Str +8, Dex +10
Proficiency Bonus +4
Condition Immunities charmed, frightened
Senses passive Perception 10
Languages Understands it's masters' languages but can't speak them.
Challenge 11 (7,200 XP)


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.

ACTIONS

Multiattack. 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.

D8 Shikigami Feature
1 Pack Tactics.
2 Projectile Intercept.
3 Lightning Charge.
4 Constrict.
5 Reverse Curse Technique.
6 Water Cannon.
7 Curse of Mourning.
8 Battering Ram (Kick replaces Gore.)


images-1.jpg
A Chimera Rabbit, [12]

A rabbit with the powers of other shikigami created by a Totality with Rabbit Escape.

Improved Durability. This creature uses the Improved Durability rule.

0.00
(0 votes)






Eight-Handled Sword Divergent Sila Divine General Mahoraga

Huge monstrosity (shikigami), neutral evil


Armor Class 23 (natural armor)
Hit Points 759 (46d12 + 460)
Speed 70ft, 70ft swim, 70ft burrow


STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 12 (+1) 20 (+5) 15 (+2)

Saving Throws Str +18, Con +18
Skills Acrobatics +11, Athletics +18
Proficiency Bonus +8
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses passive Perception 15
Languages understands all languages but can't speak
Challenge 28 (120,000 XP)


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:

Adaptation of Phenomena. For the purposes of when Mahoraga is hit by damage, effects, or conditions from an innate technique feature or various Phenomena, such as a lightning attack or large-scale cursed energy blast, it instead begins adapting to that specific feature. In this scenario, once the adaptation has begun, Mahoraga begins to analyze, gradually gaining more understanding of the phenomena such as becoming able to see Dismantles from the Shrine Innate Technique. When fully adapted to the phenomena after the fourth spin, Mahoraga will be fully physically immune to the effect and unable to be subjected to it. If a cursed technique has multiple distinct effects—such as the attraction of Blue and the repulsion of Red from Limitless—Mahoraga adapts to each effect individually. Adapting to one effect does not grant immunity to others unless they are considered part of the same core effect. In some cases, when it comes to an Innate Technique with more than one Lapse technique, it’s possible that Mahoraga will adapt to an entire Lapse technique itself, rather than each feature of a Lapse individually. This may apply to techniques in which the Lapse techniques are related closely in their concept or application. For example, receiving a Blue from Limitless would cause Mahoraga’s adaptation to occur for both Blue and Infinity in the same adaptation, however adapting to Dismantle and Cleave from the Shrine technique would not trigger an adaptation to Furnace: Open.
If a cursed technique’s features share the same effect but are presented with different applications, Mahoraga adapts to all those applications simultaneously. For example, Shrine’s Cleave, Dismantle, and Grid Slash all share the same core effect of dealing slashing damage, so Mahoraga would adapt to all of them at once. Once Mahoraga has fully adapted to a feature, it becomes immune to any non-damage effects that feature could impose, such as being moved, restrained, or otherwise affected.
As stated above, Mahoraga’s adaptation varies heavily depending on the effect, and the DM has great latitude in determining what happens. For example, Mahoraga possesses the capability to adapt to a Domain Expansion as a whole, by being subject to the sure hit effect of the Domain Expansion and upon completing its full adaptation it can negate the Domain in its entirety, destroying the barrier and all. This however could possibly not extend to a Barrierless Domain.
Combat Adaptation. In the case of very simple attacks such as unarmed strikes, weapon attacks, or a creature’s Cursed Energy Enhancements, Mahoraga will adapt to them as well, but will only gain the benefits of taking ½ damage and subsequently ¼ as normal. He cannot negate or dispel these simple strikes like other phenomena, nor negate Cursed Energy Armor instead only making the damage become less effective. In addition, basic physical attacks such as these will not trigger Eight Handled Wheel Regeneration.

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

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

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

Reactive. Mahoraga has two reactions per round.

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

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

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

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

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

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

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

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

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

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

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

Cursed Enhanced Body. As long as Mahoraga has 1 cursed energy or more, it may add half its 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:

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

ACTIONS

Multiattack. Mahoraga makes four attacks.

Unarmed Strike. Melee Weapon Attack: +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 ACTIONS

Martial Arts. When Mahoraga uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Mahoraga can perform two unarmed strikes.

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

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

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

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

REACTIONS

Cursed Enhanced Body (1-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 ACTIONS

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

mahoraga.png
Eight-Handled Sword Divergent Sila Divine General Mahoraga from JJK, [[13]]
The ability to adapt to any and all phenomena.

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

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

Feats.

Athlete History, Colossal Physique

Slam Master, Heavy Finisher

Cursed Enhanced Body, Cursed Energy Reinforcement

Improved Durability. This creature uses the Improved Durability rule.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png