Merged Beast (Jujutsu Kaisen Supplement)
Merged Beast[edit]
Gargantuan monstrosity (S/hikigami), 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. |