Ryomen Sukuna, Megumi's Body (Jujutsu Kaisen Supplement)
Ryomen Sukuna[edit]
Medium humanoid (Cursed Vessel, Complete Vessel), chaotic evil Armor Class 33 (Unarmored Defense)
Saving Throws Dex +17, Con +19, Cha +19, Death Saving Throws +9 Cursed Energy. Sukuna has 400 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a short or long rest. Enhanced Cursed Energy Regeneration. Sukuna regains 5 cursed energy at the beginning of his turns. He will also gain 1 Cursed Energy per minute outside of combat and doing light activity. Sukuna's Fingers. Sukuna's Fingers are all the Special Grade Cursed Objects that make up Sukuna's soul. These fingers greatly affect his Cursed Energy Reserves and Output. For the purposes of his Cursed Technique that scale with level, his level is treated as being equal to the number of fingers he has consumed. The amount of Cursed Energy he can spend on his Cursed Energy Enhancements and Cursed Energy Reinforcement is equal to half the numbers of fingers he has consumed (rounded down, to a minimum of 1). The amount he may spend on the Reverse Cursed Technique is equal to four times the number of fingers he has consumed (Once 10 fingers have been consumed this limit no longer applies). Additionally, each finger adds 5 to his max Cursed Energy. Design Note: This sheet is being calculated as if Sukuna has ingested 20 fingers. Feel free to scale for yourself accordingly. This Body Is Mine. Sukuna has advantage against effects that would alter his form. Soul Damage (1-20 Cursed Energy). Sukuna has a pool of 465 hit points. Whenever he receives damage, he can remove 10 hit points from the pool per cursed energy spent. The damage is reduced by the amount spent. He regains all the hit points in the pool after taking a long rest. Unarmored Movement. Sukuna can move and run along vertical surfaces and across liquids on his turn without falling during the move. Cursed Armor (1-11 Cursed Energy). Sukuna can give himself temporary hit points equal to the cursed energy spent times 20 for 1 minute. Sukuna can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. While Sukuna's cursed armor is active, he regains 18 temporary hit points at the beginning of his turns. These temporary hit points cannot go above the maximum amount of armor he can have. Sukuna gains damage resistance to 2 damage types when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to him using Cursed Armor. Cursed Strike (1-10 Cursed Energy). Sukuna can, when making an Unarmed Strike, add 2d8 necrotic damage to his attack per Cursed Energy spent. He 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 he hits a target or until 1 minute passes. Sukuna's cursed strikes also deal an additional 6 damage. This bonus can be doubled by spending 4 additional Cursed Energy. Curse-Empowered Strikes. Sukuna deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes and weapons he's proficient with (already included). Additionally, his attacks are considered magical. Endurance. Whenever Sukuna makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Energy Tracker. Sukuna may make a Perception check, adding his Charisma modifier, to see if there are any remains of cursed energy in the place he's at, and if he succeeds he know exactly who the energy is from. In case Sukuna does not know who the person is, then he can only track down where the cursed energy trail leads him to. The DC is equal to the cursed energy DC of the creature he's trying to track. Tracking residual cursed energy may not always lead all the way to the person, with the DM determining how the residual trail goes. Usage of a cursed technique or cursed energy fueled feature will often leave much more residuals than normal. Sukuna knows when any creature he can see spends cursed energy and how much they spend when doing so.
Cursed Energy Concealer. Anytime Sukuna takes the Hide action, he can attempt to conceal his cursed energy by making a Stealth check. For the next 10 minutes, wherever he passes through he will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled + his Charisma modifier, if they have any ability or feature that would allow them to track his energy, and if not they can't track him at all. While both Sukuna and his Cursed Energy is hidden, the benefit of being an Unseen Attacker also extends to his cursed energy saving throws, forcing any creatures affected to roll their saving throw with disadvantage. Negative Flow. Whenever Sukuna is under the effects of the conditions frightened, berserk/bloodlusted, are under half his maximum hit points (1035), missing a limb lost in this encounter, or in an encounter that's total CR is higher than his Level; Sukuna will gain 5 temporary cursed energy at the start of his turn which cannot go above 1/4th of his cursed energy maximum (100). The DM can determine that an encounter is not suitable for Negative Flow to be able to be used. Focused Rage. During his turn, while using Negative Flow and being under any of the circumstances listed in the feature, Sukuna can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 10. When the circumstances listed end Sukuna can no longer concentrate on this feature. (This feature can be concentrated on even while under the berserk/bloodlusted condition) Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Sukuna takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Sukuna has 3 reactions per round. Grid Slash (1-31 Cursed Energy). As part of using Dismantle, Sukuna can spend additional cursed energy to force all creatures in a 10-times-the-amount-spent-foot-long, 30-foot-wide and 30-foot-tall line starting from him to make a DC 27 Dexterity saving throw by turning it into into a Grid. On a failure, they take his Dismantle's damage, or half as much on a success. Spiderweb (1-41 Cursed Energy). As part of using Cleave on the ground, Sukuna can turn the ground in a 10 times the amount spent foot radius circle into difficult terrain. All creatures within range except Sukuna must make a DC 27 Dexterity saving throw. On a failure, they are knocked prone. On a success, nothing happens. World-Cutting Slash (1-51 Cursed Energy). As part of using Dismantle and while having at least two hands free, Sukuna can spend additional Cursed Energy to also target all objects and creatures within a 5 feet high cone equal to 10 times the amount of Cursed Energy spent that behind the initial target, each taking the same damage as the initial target if they would be hit by the initial attack roll. The Cursed Energy spent on this technique also counts towards damage for the Dismantle, adding on to the total. Additionally, each cursed energy spent or any other damage increases on Dismantle adds 2d12 slashing damage instead of 1d12. If a target is reduced to 0 hit points by this technique, they are killed outright. To activate this technique, Sukuna must first use a bonus action to form the hand sign for his domain with two free hands. Due to the fact that this technique cuts space itself, it bypasses all barriers such as the Infinity technique or Simple Domain technique and AC bonuses, damage reductions, or temporary hit points from spells or cursed techniques such as Cursed Armor. Design Note: Sukuna may only use this feature after his Eight-Handled Sword Divergent Sila Divine General Mahoraga has performed Continued Adaptation on Infinity. If the Rapid Technique Activation binding vow is active, Sukuna cannot use World-Cutting Slash unless the dismantle it is used on is also under the effects of Chanting and he has at least three hands free. Additionally, he must use an action to make an attack with a Dismantle with the World-Cutting Slash applied to it. Dismantle Maneuvers. Sukuna can execute the following Dismantle maneuvers:
Shikigami Maintenance. Sukuna must maintain concentration to keep his shikigami summoned. When being hit by an attack that successfully reduced Sukuna's actual hit points, he must make the saving throw for each shikigami he has summoned. Shikigami stored within his shadow does not count as being summoned for the purposes of this feature. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When Sukuna fails the concentration saving throw he can spend 1 cursed energy to succeed instead. Shadow Storage. Sukuna may store objects in an extra-dimensional space within his shadow. Sukuna may physically place something into his shadow, costing no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items in his shadow still count against his carrying capacity. Sukuna's shikigami count as objects for the purpose of this feature. Shadow Merge. As a free action or during a short or long rest, Sukuna can connect to the shadow of a creature within 120ft of him. Sukuna can connect to the shadows of a up to 9 creatures. Whenever he tries to connect to a new shadow after reaching the maximum, Sukuna must choose which shadow to lose his connection to. Shadow Summon (6 Cursed Energy). When Sukuna spends cursed energy to summon his Shikigami, he can spend extra Cursed Energy to summon his Shikigami through the shadow of the creature he's in the shadow of. When summoned this way, Sukuna can command his Shikigami to take one action it is capable of. If it is an attack roll, the one action has advantage. And if it forces a saving throw, the target has disadvantage. Incomplete Shadows. When Sukuna 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 10 rounds, or until Sukuna 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, Sukuna retains the ability to summon it again. When incomplete shadows ends Sukuna 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 Eight-Handled Sword Divergent Sila Divine General Mahoraga. Shikigami Gigantification (1-31 Cursed Energy). As part of summoning a shikigami created by Sukuna's cursed technique, for every 5 cursed energy spent, Sukuna may increase the shikigami's size by one, to a maximum of Gargantuan. If they are already Gargantuan, he can only increase their size once, making their width and height double. When a shikigami is increased this way, they gain the following benefits:
Sukuna cannot use this extension technique on 'Eight-Handled Sword Divergent Sila Divine General Mahoraga or Totalities that have more than two shikigami. This lasts for 10 hours or until Sukuna ends it at will (no action required). Multiple Energy Slashes. When using his cursed energy slash, Sukuna may spend the cost of it again up to 9 times to create extra lines equal to the amount of times he spent the initial cost again in different directions instead of just one. A creature is only affected once if they're in the area of multiple slashes. Stored Energy. During a short or long rest, Sukuna can spend one of his hit dice to gain temporary cursed energy equal to the result rolled + 13. These temporary cursed energy last until the end of his next short or long rest. They are not restored by the Enhanced Cursed Energy Regeneration feature. Otherworldly Efficiency. Every time Sukuna spends cursed energy in a feature it counts as if he has spent twice as much, however the maximum amount he can reach remains the same. Additionally, Sukuna reduces the amount he spends on any features that use cursed energy by 9 (to a minimum of 1). Master of Manipulation. When Sukuna uses any features that uses cursed energy he may choose for their action cost to be reduced by 1 (full turn action->action->bonus action->free action->he gains one additional free action just for using said feature). If this would reduce the action cost of a reaction he gains 1 additional reaction only for using said reaction. Sukuna may only gain an additional Reaction once per round per feature. Additionally, Sukuna can spend up to 11 additional cursed energy whenever he's using a cursed energy feature that's not a cursed technique to increase its DC by the amount spent. Almost a Doctor. Every cursed energy Sukuna spends on Reverse Cursed Technique counts as if he spent two. Additionally, whenever Sukuna makes a Medicine check to stabilize someone and succeeds, the creature regains 1 hit point. Good as New. Whenever Sukuna makes a creature regain hit points, they will gain temporary hit points equal to half the hit points healed. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. Just Unbreak It. Whenever Sukuna spends at least 10 cursed energy in his Reverse Cursed Technique, Sukuna can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion. For each additional 10 Cursed Energy spent, Sukuna can remove one condition or one additional level of exhaustion. This feature cannot remove external conditions, such as restrained or grappled. Perfect Body. Sukuna becomes immune to disease, and whenever he makes a Constitution saving throw or check he can spend 1 Cursed Energy to give himself advantage on the roll. Beyond Their Limit (5 Cursed Energy). Whenever Sukuna makes a creature regain hit points with reverse cursed technique, he may spend additional Cursed Energy to make said creature feel a surge of energy in their bodies. They will gain the following benefits for 1 minute:
After the sudden surge ends, they must make a DC 25 Constitution saving throw. On a failure their body will suffer backlash from the energy gained, making them gain 5 levels of exhaustion. On a success, their body does not suffer as much but will still receive 1 level of exhaustion. Amazing Student, Terrible Teacher. Sukuna has disadvantage in any rolls related to teach something to a creature, while on the other hand he has advantage in any rolls related to learning something. Colossal Physique. The strength Sukuna possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:
Untraceable Speed. If an action or feature increases any of Sukuna's speeds, it is further increased by 50 feet (already applied). Reinforced Immune System. Sukuna has advantage on saving throws against poisoned condition. Strong Body. Sukuna will reduce all damage he takes but psychic or thunder by 10. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor. Human Wall. Sukuna has advantage in Constitution saving throws. Air Jump (1-21 Cursed Energy). With no action required, on his turn while he's in the air, Sukuna may perform a number of high or long jumps equal to the amount of cursed energy spent until the start of his next turn. This jump counts as if he had a running start. Slam Master.
Acrobatic Fighter.
Taijutsu Sorcery. Once per turn, Sukuna can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage, he raises the critical hit range for the attack by 1. Shikigami Battle Master.
Heavy Finisher (1-11 Cursed Energy). Once per round as part of hitting an melee attack, Sukuna can force his target make a DC 24 Strength saving throw. On a failure, they take 1d12 necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times his 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. Sukuna 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, he can force his target to make a DC 24 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 Sukuna's next turn. If they fail by 5 or more, they are also Confused until the beginning of Sukuna's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Cursed Weapon Wielder. Any weapon attacks Sukuna 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 weapon attack if Sukuna would score a natural 20 on the attack roll for the attack. Mastery of General. If Sukuna's incapacitated, he can summon or pull Mahoraga from Shadow Storage no action required by spending the normal amount of required cursed energy. In doing so, Sukuna controls him directly instead of commanding him (no action required) as long as Sukuna's still incapacitated. Cursed Enhanced Body. As long as Sukuna has 1 cursed energy or more, he may add 5 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied). Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Sukuna is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:
Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Sukuna can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:
If a feature benefits from either Maximum Output or Chanting that is already benefiting from this feature, it’s total cursed energy cost is reduced by 15, to a minimum of 1. This cursed energy reduction does not apply for the purposes of Flawless Fundamentals. Divine Cursed Energy Output (8 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables Sukuna to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:
Whenever Sukuna uses a cursed energy fueled feature and amplifies its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1). Flawless Fundamentals. Sukuna reduces the cost of all cursed energy features by 18. If one of Sukuna’s class features is reduced by double its original cost, the feature’s cost instead becomes 0. This feature’s cost can be treated as 0 up to 22 times per long rest. Cursed Projectiles. When using Cursed Weapon Enhancement, Sukuna can imbue a ranged weapon, which turns any pieces of ammunition shot from it for the duration into Cursed Projectiles, which adds Sukuna's Charisma modifier to the damage instead of any other modifier he would use. When using these Cursed Projectiles, Sukuna makes ranged Cursed Energy Attacks instead of what he would normally use to attack with them, and he controls their trajectory while in the air, making attacks with them ignore cover. Additionally, they will stay in the air floating for 10 rounds, allowing him to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target, when they lose this property. Sukuna can only attack with 10 pieces of ammunition this way per turn. A creature in range may attack Sukuna's Cursed Projectiles to destroy them; they have 1 hit point and 10 AC. Reverse Cursed Technique Pool. Sukuna has a healing pool of 4500 that he can use utilizing his Reverse Cursed Technique. Sukuna can heal this way until the pool ends, when he enters burnout. Sukuna's reverse cursed technique pool replenishes at end of a long rest. Additionally, SUkuna may try to force his reverse cursed technique to come out despite being in burnout, forcing itself to make a DC 15 Constitution saving throw. On a success, he regains or heals half as much as he normally would. At the beginning of his turns while in a combat where Sukuna's life is at risk, he regains 15 hit points of his healing pool back. Improved Output. Sukuna may use his Reverse Cursed Technique on others, though the amount he heals on other creatures is halved. Additionally, whenever Sukuna deals damage to a Cursed Spirit with an unarmed strike or melee weapon, he may spend up to 11 Cursed Energy to deal 5 radiant damage per 1 Cursed Energy spent. The total amount of radiant damage is subtracted from its healing pool. Unmatched Fortitude. Sukuna reduces all damage he takes by 38. Additionally he has advantage on the saving throws made to maintain his Domain Expansion in an equal Domain Clash and saving throws made to keep concentrating on opening a hole with his domain. Lightspeed Chanting. Sukuna is able to perform Complex Chanting as a Rooting and Lengthy Action and Chanting as a Bonus Action, and the chanted technique may gain the benefit of the chants the next time it is used. In addition, up to 4 times per long rest when Sukkuna begins chanting he may gain one of the following bonuses:
This bonus can also be applied by spending 25 Cursed Energy (this cost is unable to be reduced). While one of Sukuna's Cursed Techniques is currently active, he may use regular Chanting to apply bonuses to it even after it has already been activated. If done this way, the chanted bonuses are applied to the technique immediately. This may also be done as a Reaction to a creature using a Reaction against his Innate Technique feature. Legendary Resistance (5/day). If Sukuna fails a saving throw, he can choose to succeed instead. ACTIONSMultiattack. Sukuna can make 4 attacks. Only 1 of these can be with Lightning Blast. Unarmed Strike. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) Bludgeoning damage and 18 (2d12 + 5) Necrotic damage. Supreme Martial Solution. Melee Weapon Attack: +26 to hit, reach 5 ft., one target. Hit: 36 (4d10 + 14) Slashing or Piercing damage and 34 (3d12 + 15) Necrotic damage.
Perfect Reincarnation. Sukuna can transform into his original form. However, the soul of Megumi remains inside of him. When doing this, any resources except his hit points remain as they currently are, and he keeps his turn placement in any current initiative order, if any. Exorcise. Sukuna can automatically destroy a cursed spirit within 30 feet of himself with a CR of 4 or lower that he can see. Dismantle (1-31 Cursed Energy). When Sukuna takes the Attack action, he can replace one of those attacks with a ranged cursed energy attack roll against a creature within 320 feet of him. On a hit, the target takes 1d12 slashing damage per cursed energy spent and must make a DC 27 Constitution saving throw. On a failure, they are Bleeding. On a success, they receive no additional conditions. Sukuna makes this cursed energy attack roll with advantage if the target doesn't possess Object Perception. Sukuna can replace multiple attacks with Dismantle, but he must spend appropriate cursed energy for each attack. This cannot replace attacks from features such as Cursed Blast of Blows. When Sukuna uses dismantle, he may choose to make three ranged cursed energy attack rolls or only one. He makes three in case he aims for two or more targets, with each dismantle dealing a third of the dice of his normal dismantle (rounded down) slashing damage. Cleave (1-41 Cursed Energy). As an action, or replacing an attack as part of the Attack action if Sukuna targets a creature he's grappling or an object, Sukuna can make a melee weapon attack roll against a creature. On a hit, they take 12 slashing damage per cursed energy spent and must make a DC 27 Constitution saving throw. On a failure, they are Bleeding. On a success, they receive no additional conditions. Cursed energy is not spent if Sukuna misses. This feature adapts its output to attempt to cut the target down in one fell swoop. When Sukuna spends cursed energy on this feature he will learn how much cursed energy he needs to spend for his cleave to reduce the target to 0 hit points from their current hit points, taking into account temporary hit points, damage reductions and thresholds, resistances and immunities, and any other feature which would directly affect the outcome. He will be told the maximum amount if he cannot reduce them to 0 hit points from their current amount by this calculation. Additionally, Sukuna's cleave can bypass cursed armor by expending a higher cursed energy cost during casting that that of the targets cursed armor. E.g. If Sukuna fires a Cleave for 5 Cursed energy and the target has spent 4 cursed energy on cursed armor his cleave will deal damage to them as if it were cast at 1 cursed energy ignoring their cursed armor and nullifying it. If Sukuna uses Tokyo School or Technique Specialist to increase the damage dice of Cleave, each dice added will instead count as another cursed energy spent. (Ex. Specialized Technique adding 10 damage dice would count as 10 more cursed energy spent, and add 120 slashing damage.) Furnace: Open (1-51 Cursed Energy). Sukuna can make a ranged cursed energy attack roll against one creature within 20 times the amount spent feet. On a hit they take 2d12 fire damage per energy spent and must make a DC 27 Constitution saving throw. On a failure, they receive Second Degree Bruns and on a success they receive First Degree Burns. If they have Endurance, they do not receive effects on success. If they fail by 5 or more, they receive Third Degree Burns instead. If Open reduces a creature to 0 hit points, it kills it outright by disintegrating it. Open deals twice as much damage to objects and structures and ignores resistance to fire damage. Furnace requires the ingredients to be prepared before it can be used, which is done by using his technique. Whenever Dismantle hits a creature or object Sukuna gains 1 Preparation Counter, and whenever Cleave hits a creature or object he gains 2. Sukuna must spend 100 Preparation Counters to use Furnace: Open, and can not do so if he does not have enough Preparation Counters to spend. Sukuna loses all Preparation Counters 1 minute after his most recently gained Preparation Counter. The Well's Unknown Abyss (6 Cursed Energy). Sukuna can to fuse a base shikigami with an enhancer shikigami, granting the fused shikigami the shikigami Alteration feature of the enhancer. The fusion ends if it drops to 0 hit points or if he dismisses it as a bonus action. When fused, the shikigami follows these rules:
This ability cannot be used to fuse Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. If the fused shikigami is destroyed, Sukuna may resummon the original shikigami individually as long as the base shikigami was not destroyed. He may only have one fusion. Shikigami Alteration Feature
Cursed Energy Pressure (1-11 Cursed Energy). Sukuna can force all creatures within a 5 times the amount spent ft. to make a DC 24 Strength saving throw. On a failure, they take 4d12 + 1 additional dice per energy spent in necrotic damage and are knocked prone. On a success, they take half as much and are not knocked prone. Resurrection (25 Cursed Energy). Sukuna may spend 1600 hit points from his reverse cursed technique pool, touching a creature that has died within 10 rounds, restoring them to life, and healing all wounds that afflicts the creature. This cannot be used to heal wounds beyond the limit of what is possible to heal with Improved Output, such as lost limbs and injuries beyond that which can be healed with Reverse Cursed Technique. This causes the creature to come back to life with 0 hit points and will be considered stable. This cannot be used on a Cursed Spirit or a creature that cannot ordinarily be healed with the Reverse Cursed Technique. Self-Resurrection (35 Cursed Energy). If Sukuna has died within 20 hours, Sukuna may spend 1200 hit points from his reverse cursed technique pool, to heal his wounds and resurrect himself, regaining 1 hit point. Sukuna cannot heal himself from wounds that would not ordinarily be able to be healed by the Reverse Cursed Technique, such as a destroyed skull, neck, or torso, his brain being meaningfully destroyed, or being killed in an extreme manner, as determined by the DM. Perfect Stance (8 Cursed Energy). Sukuna can enter a stance of perfect offense and defense. Until the beginning of his next turn, whenever a creature enters within his weapon's reach he may make an opportunity attack without spending his reaction. If Sukuna hits said attack, the creature has disadvantage on melee weapon attacks against him until the end of their turn. Sukuna can only make an attack like this once per creature per usage of this technique. Lightning Powers (5 Cursed Energy). Sukuna may use one of the following actions:
Water Ejection (6 Cursed Energy). Sukuna may use one of the following actions:
Lightning Ray (10 Cursed Energy). Sukuna may use one of the following actions:
Pressurized Beam (12 Cursed Energy). Sukuna forces all creatures in a 5 foot wide, 120 foot long line make a DC 27 Dexterity saving throw. On a failure, they take 181 (33d10) piercing damage. On a success, they take half as much damage. Mastery of General (5 Cursed Energy). Sukuna can keep the Eight-Handled Wheel on his or Megumi's soul's head for 10 minutes. If the creature with the wheel on its head starts taking damage, effects, or phenomena, the wheel will begin to adapt just as described in the Eight-Handled Wheel. If Mahoraga is summoned or pulled from Shadow Storage, he will continue the adaptation process, or if the adaptation has been completed, he will become fully adapted. Only Mahoraga gains the benefit of the adaptation, not any other creature with the wheel, even if they are adapting for him. Basic Barrier (1-11 Cursed Energy). Sukuna can create a dome starting from himself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Sukuna may choose to make it smaller if he wishes. This barrier has 20 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 27 and automatically fails saving throws. This barrier lasts for 10 minutes, and Sukuna can deactivate his basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Sukuna covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere. Sukuna's curtain lasts for 100 minutes, and the curtain has 300 Hit Points. This barrier has an AC of 27 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Sukuna may choose to make his curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Cursed Energy Slash (1-22 Cursed Energy). While Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, Sukuna can produce a huge cursed energy slash. He makes all creatures in a either a 60ft. line, 30 ft cone or a 20ft radius around him make a DC 27 Dexterity saving throw. On a failure, they take the damage of his weapon + a number of die equal to the amount of cursed energy spent in necrotic damage, and on a success they take half as much damage. Objects and structures take twice as much damage from this feature. Forced Ingestion. Sukuna can choose 1 creature within his reach and make a Strength (Athletics) check contested by their Strength (Athletics) or Dexterity (Acrobatics) check. On a success, he forces them to ingest a Cursed Object. On a failure, they are able to avoid being fed the object. BONUS ACTIONSMartial Arts. When Sukuna 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 Weapon Enhancement (1-10 Cursed Energy). Sukuna can add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. Sukuna can only use this enhancement again after 1 minute has passed. Whenever Sukuna's attacking with a weapon that's been affected by cursed weapon enhancement, his reach increases by 10 feet. Sukuna's Cursed Weapon Enhancement will deal additional damage equal to half of the cursed energy expended, rounded down + 1 (to a maximum of +6), so long as he's wielding the weapon which has the enhancement applied to it. When Sukuna activates Cursed Weapon Enhancement, he may expend 4 additional cursed energy to double this additional damage bonus. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Sukuna can perform two unarmed strikes or melee weapon attacks. Cursed Patient Defense (3 Cursed Energy). Sukuna can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Sukuna can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn. Cursed Energy Concealer. Sukuna may take the hide action. Curse Enhanced Senses (4 Cursed Energy). Sukuna can finely hone his five senses, allowing him to add 10 to Perception checks for one minute. Outside of combat, this feature will last one hour instead. Sukuna may end this feature at will. Sukuna can only use this feature again once it has ended. Maximum Output. Sukuna can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:
Slash Skating (4 Cursed Energy). Sukuna can coat his feet with slashes and utilize them to skate around for 1 minute. For the duration, his walking speed is increased by 20 feet, and he ignores difficult terrain. Sukuna may end this at will (no action required). Shikigami Summoning (Cursed Energy Varies). As a bonus action, Sukuna may summon up one of his tamed shikigami anywhere within 30 feet of him. Any shikigami summoned as part of this technique last until they are reduced to 0 hit points, he dismisses them at will, or he takes a short or long rest. They regain all lost hit points at the end of a long rest. The costs to summon each tamed shikigami is the following:
Additionally, should any one of the tamed shikigami die, they can no longer be summoned ever again. Should this happen, they are now eligible for Totality. Totality. If one of Sukuna’s tamed shikigami is killed, he can use a bonus action to grant one of his other tamed shikigami its Totality form. He can undo totality as a bonus action. He cannot use totality on a Shikigami that is already summoned. When Sukuna makes a totality, the creature gains the strengths of the deceased shikigami. They will gain the following changes:
Sukuna cannot make a Totality using Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. He only applies Stronger Shadows to the shikigami after they are in the totality form, so the calculations above are made using their stats without Stronger Shadows. Shadow Storage (2 Cursed Energy). Sukuna may force a creature standing on darkness to make a DC 27 Dexterity (Acrobatics) check, they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. On a success, they don't fall into Sukuna's shadow storage. On a failure, they are trapped inside his shadow storage. Their weight counts against Sukuna'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 Dexterity (Acrobatics) check, they can attempt a 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 Teleport (3 Cursed Energy). Sukuna may teleport behind a creature whose shadow he is connected to from up to 120 feet away. Also, if Sukuna has any of his shikigami summoned he can spend 3 additional cursed energy to make one of them be teleported alongside him. Shadow Merge Sink (3 Cursed Energy). Sukuna can sink into his own or another creature whose shadow he's connected to. While inside the shadow, he is considered invisible and under total cover until he takes any type of action, which makes him leave the shadow within 5 feet of the creature. Sukuna is also removed from the shadow if the creature is knocked unconscious. Sukuna can stay under a creature's shadow for up to 10 hours. In case Sukuna utilizes this feature on a hostile creature, the creature makes a DC 27 Wisdom (Perception) check. On a success they know Sukuna is behind them, on a failure they will be surprised. If Sukuna were completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage. Untraceable Speed. Sukuna may perform the Dash action or make a Skill Check he is proficient in. Taijutsu Sorcery. Whenever Sukuna takes the Attack action, he can push, shove or grapple a creature as a bonus action. Protector’s Stance (1-11 Cursed Energy). Sukuna hardens his skin and enhances his senses for 1 minute. For the duration, he gains a damage reduction equal to double the amount spent, and his movement speed is halved. Sukuna may end this stance at any time for no action required. Whenever Sukuna gets hit by a melee attack, he can make a melee attack against the attacker as a reaction. Additionally, for the duration Sukuna gains one additional reaction just to use this feature. Cursed Smite (1-10 Cursed Energy). Sukuna can imbue cursed energy in his weapon. This enhancement lasts for 1 minute or until he hits a creature with the weapon. If Sukuna hits the attack, it deals additional d10's of necrotic damage equal to the amount of cursed energy spent. Hollow Wicker Basket (5 Cursed Energy). A technique predating the new shadow style’s simple domain, most popular during the Golden Age of Sorcery; the Heian Era. Sukuna surrounds himself with a 5 ft. barrier for 1 minute. Within that radius, the sure-hit feature and sure-hit effect of the domain is negated; any one of Sukuna's choice inside of the barrier is unaffected. Additionally the barrier has 450 hit points, and at the start of Sukuna's turn inside a domain it takes 3d12 force damage per 100 refinement the domain has. If at any point the barrier disappears or breaks anyone who was protected by it (including Sukuna) is immediately struck by the sure hit effect of the domain they’re inside of if they’re inside one. The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit features and effects. When Sukuna activates this feature or as a free action while it is active he may choose to continuously maintain the barrier, requiring concentration but making the barrier no longer take damage at the start of his turn. To do so he must also have two free hands and while he's concentrating those hands are occupied. Sukuna must also continuously chant to concentrate on this feat, meaning he cannot activate anything that requires him to speak while concentrating. If at any point Sukuna fails to meet either of these requirements the concentration ends, causing the barrier to immediately be affected by the sure hit effect. Domain Expansion: Malevolent Shrine (11 Cursed Energy). Sukuna opens his Domain Expansion. Cursed Object Creation (20 Cursed Energy). Sukuna may turn part of his body into a Cursed Object. Reverse Cursed Technique Mastery. Sukuna spends any amount of Cursed Energy, regaining 30 hit points for each energy he spends, and removing the same amount of healing from its healing pool. REACTIONSPerfect Reincarnation. When taking damage, Sukuna may transform into his original form. However, the soul of Megumi remains inside of him. When doing this, any resources except his hit points remain as they currently are, and he keeps his turn placement in any current initiative order, if any. Rabbit Escape (3 Cursed Energy). Sukuna may summon Rabbit Escape when an attack is made against him and add 10 to his AC against that attack. If this causes the attack to miss, Sukuna reappear in any place within his movement speed range. This movement does not generate opportunity attacks. Chimera Beast Agito (4 Cursed Energy). Sukuna may summon Agito as a reaction to being afflicted by a cursed technique, spell, or cursed energy fueled feature, causing it to appear within 5 feet of him, and using its Neutralize Energy action(if applicable). Doing so uses Agito's action for the round. Shadow Ridge (1 Cursed Energy). Once per round, as a reaction against a melee attack roll, Sukuna can force a creature within 10ft of him to make said attack with disadvantage as their legs fall into their own shadow momentarily. Untraceable Speed. Sukuna can use one of the following reactions:
Human Wall (10/long rest). Upon hitting 0 hit points, Sukuna rolls a hit die. He regains the amount rolled in hit points. Air Jump (1-21 Cursed Energy). When Sukuna takes fall damage, he may reduce the damage taken by 5 times the amount of cursed energy spent. Taijutsu Sorcery. Whenever Sukuna takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Sukuna can make one attack against that creature if it is within range once per round. Redirect Energy (4 Cursed Energy). As a reaction to a ranged cursed energy attack roll hitting him or being forced to make a cone or line saving throw, Sukuna can redirect the damage with his weapon. Sukuna reduces the damage dealt by one roll of his weapon’s damage die multiplied by 10. If Sukuna reduces it to at least half of the original damage or less, as part of the same reaction he can make a melee weapon attack roll against a creature within range. On a hit, they take additional damage equal to the amount reduced. Weapon Clashing (8 Cursed Energy). As a reaction to a melee weapon attack hitting him, Sukuna can clash with the weapon of the attacker. Make an attack roll with his weapon. If Sukuna's roll is higher than that of the attacker, he nullifies their attack. Hollow Wicker Basket (5 Cursed Energy). As a reaction against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Sukuna uses his Hollow Wicker Basket. Cursed Enhanced Body (1-11 Cursed Energy). Whenever Sukuna makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw. Sukuna has an additional reaction that may only be used for this feature. Reverse Cursed Technique Mastery. When Sukuna receives damage, he may use his Reverse Cursed Technique Mastery. Sukuna has 5 additional reactions that may only be used for this feature. LEGENDARY ACTIONSSukuna can take 5 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. Sukuna regains spent legendary actions at the start of his turn. Evasive Attack. Sukuna moves up to half his movement and can make one Unarmed Strike. Reverse Cursed Technique Mastery. Sukuna uses his Reverse Cursed Technique. Dismantle (2 Actions Required). Sukuna uses Dismantle. Chanting (3 Actions Required). Sukuna begins Chanting. Domain Expansion (3 Actions Required). Sukuna uses his Domain Expansion |
Ryomen Sukuna is a reincarnated Sorcerer from the Heian Era. He is regarded as the King of Curses and the Strongest Sorcerer in History. After his existence in the Heian Era, he split his soul into 20 Cursed Objects. In the modern age, one of his fingers was consumed by Yuji Itadori, which allowed Sukuna to incarnate into his body. Sukuna was immediately interested in Megumi Fushiguro after their first battle. He devised a plan to take over the boy's body in order to eventually deal with Gojo Satoru. It took the sorcerer until the Culling Games before he was finally able to carry out his plan, and he was successful in stealing Megumi's body. He then went on to battle Satoru Gojo in Shinjuku and was victorious, but after being pushed into a corner after his battle with the Strongest Sorcerer of today, he was forced to reincarnate back into his original body.
Sukuna has 30 levels in the Jujutsu Sorcerer class. Domain Expansion: Malevolent ShrineSukuna manifests a shrine with skeleton pieces behind him. At the beginning of his turns, all creatures inside the domain's range of his choice receive 2 Cursed Energy Attack rolls depending on their cursed energy. They receive 2 from Dismantle (if they have no cursed energy or spellcasting) and 2 from cleave (if they have cursed energy or spellcasting). The Dismantles and Cleaves both count as if he has spent 30 Cursed Energy.
Sukuna's domain refinement points are 1000.
Barrier Properties
When a feature refers to Sukuna's cursed techniques, it refers to Dismantle, Grid Slash, Cleave, Spiderweb, Dismantle Maneuvers, Slash Skating, Furnace: Open, Shikigami Summoning, Totality, Shadow Storage, Shadow Ridge, The Well's Unknown Abyss, Shadow Merge, Shadow Merge Teleport, Shadow Merge Sink, Shadow Summon, Incomplete Shadows, Shikigami Gigantification, Lightning Powers, Water Ejection, Lightning Ray, Pressurized Beam and Mastery of General.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Sukuna 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.
When an enhancement is applied to a Lapse technique, it will also apply to any further Technique Improvements related directly to it. At the end of a short rest or long rest, Sukuna may reallocate his enhancements.
Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc One of Sukuna's cursed techniques will gain all of the following benefits:
Sukuna may change his specialized technique at the end of a week.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Sukuna knows three technique alterations he can put on his cursed techniques. A technique cannot have multiple alterations, nor can one alteration be applied to multiple techniques.
As a part of a long rest Sukuna may change the technique that has an alteration on it.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Sukuna 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.
When an enhancement is applied to a Lapse technique, it will also apply to any further Technique Improvements related directly to it. At the end of a short rest or long rest, Sukuna may reallocate his enhancements.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Sukuna may pick one technique to apply all of the following masteries to so long as it is one of his Lapse, Extension, or Reversal techniques.
Sukuna may change his Mastered Technique only once per week.
Sukuna has 80 Soul Knowledge and gains the following benefits:
When Sukuna scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike or a weapon attack that benefits from Cursed Weapon Enhancement, he can choose to make a DC 25 Charisma saving throw, landing a Black Flash on a success. Before the damage calculation, roll a d6, adding 4 to the result, to see how much additional Necrotic damage Sukuna's Black Flash will add onto the damage roll using the table below:
The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After Sukuna lands a Black Flash, it becomes easier to land another. His next attack (if on the same turn) will trigger a Black Flash on a Natural 15 or higher, known as the Black Flash DC. For every Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, then restarting at a DC of 10. In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. Sukuna will gain the following benefits for 9 minutes. The benefits will last from during the turn he landed the Black Flash until those number of minutes after it. Sukuna receives a +2 to all his ability scores, including their maximums. In addition, he will gain 4 of the following benefits of the DM’s choice. Each benefit can not be taken more than once unless stated otherwise:
If Sukuna lands another Black Flash while In The Zone its possible he will not gain new benefits or additional benefits as well as the ones he previously gained, as determined by the DM. Sukuna is capable of creating recitations of chanting for his Innate Technique features. An example is… “Scale of the dragon, recoil, twin meteors.” Sukuna may choose one of his Innate Technique features and recite one of his chants as an Action. Sukuna must then maintain concentration on Chanting as if concentrating on a spell until the beginning of his next turn. After successfully maintaining concentration, the next time Sukuna uses that Innate Technique Feature that has a recitation within two turns of completing chanting, it will gain two of the following benefits of his choice:
Every subsequent turn Sukuna spends his Action chanting the technique it will gain another two bonuses of his choice. The chanted technique may only have 7 bonuses applied to it. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round Sukuna spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage). Rather than using an action, Sukuna can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Full Turn Action. When Chanting in this manner Sukuna may add four bonuses from the above list to the chanted technique, and every subsequent turn he spends a Full Turn Action chanting the technique in this way it will gain four more bonuses of his choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round Sukuna spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage). If Sukuna's Innate Technique feature that benefits from Chanting allows him to make more than one attack roll or forces a target to make more than one save or has multiple ranges, Sukuna may only choose one of those components at a time to apply the benefit to. (Ex: Sukuna could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique he would have to add that bonus to that part as well). Sukuna cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. Sukuna cannot apply the benefits of Chanting towards a Domain Expansion. Sukuna cannot ready an action for chanting.
Natural Sorcerer, Jujutsu Genius. Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient x2, Air Jump. Slam Master, Acrobatic Fighter, Taijutsu Sorcery, Shikigami Battle Master, Heavy Finisher, Protector's Stance, Black Flash. Battle Veteran, Cursed Weapon Wielder. Technique Materialization, Complete Totality, Mastery of General. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Advanced Energy Usage x2. Basic Barrier, Barrier Master, Hollow Wicker Basket, Domain Expansion. Cursed Energy Manipulator x2, Cursed Enhanced Body, Cursed Energy Reinforcement, Cursed Energy Slash, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Flawless Fundamentals, Cursed Projectiles, Chanting. Reverse Cursed Technique, Improved Reverse Cursed Technique, Improved Output.
Unmatched Fortitude, Reverse Cursed Technique Mastery, Lightspeed Chanting, Unrealistic Cursed Energy.
This creature uses the Improved Durability rule. |
Divine Dog[edit]
Medium monstrosity (shikigami), unaligned Armor Class 22 (natural armor)
Saving Throws Str +12, Dex +12, Cha +12 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. Invisible Force. The Divine Dog 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 Divine Dog's weapon attacks are magical. ACTIONSMultiattack. The Divine Dog makes two bite attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 83 (21d6 + 10) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
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The Divine Dogs are a pair of twin wolves. One is white and the other one is black. They both have three dots on their forehead of the opposite color that resemble the symbols of the Jewel of Turning Back on the Road and the Jewel of Plenty respectively. Improved Durability. This creature uses the Improved Durability rule. |
Divine Dog: Totality[edit]
Medium monstrosity (shikigami), unaligned Armor Class 22 (natural armor)
Saving Throws Str +12, Dex +12, Cha +12 Keen Hearing and Smell. The Divine Dog: Totality has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Divine Dog: Totality has advantage on an attack roll against a creature if at least one of the Divine Dog: Totality's allies is within 5 feet of the creature and the ally isn't incapacitated. Invisible Force. The Divine Dog: Totality 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 Divine Dog: Totality's weapon attacks are magical. ACTIONSMultiattack. The Divine Dog: Totality makes two bite attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 87 (22d6 + 10) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
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The result of putting the 2 Divine Dogs through totality, the Divine Dog Totality is a reliable tool for any user of the 10 Shadows Technique, being able to even harm special grades with it's claws. Improved Durability. This creature uses the Improved Durability rule. |
Gama[edit]
Medium monstrosity (shikigami), unaligned Armor Class 23 (natural armor)
Saving Throws Str +12, Dex +12, Con +12 Invisible Force. The Gama 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. Amphibious. The Gama can breathe air and water. Cursed Weapons. The Gama's weapon attacks are magical. Standing Leap. The Gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Support Carry. When the Gama has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in Gama's mouth. While support carrying Gama can only move. ACTIONSTongue. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 87 (22d6 + 10) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 20. 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 20, 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 80 (23d6) 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. REACTIONSTongue Grab. When an ally within 30 feet of the Gama would make a saving throw or take damage, the Gama can reach out and grab the ally out of harms way, pulling them next to the Gama's space. Causing the attack to miss or all damage/effects to be avoided so long as the Gama is outside the area of effect. Projectile Intercept. When a ranged attack targets itself, an ally or the summoner within 60 feet, Gama can use its reaction to intercept the attack with its tongue. It makes a contested melee attack roll against the attack roll. If Gama's roll is higher, the Gama catches it 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. |
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. |
Rabbit Escape[edit]
Gargantuan swarm of Tiny monstrosities (shikigami), unaligned Armor Class 20 (natural armor)
Skills Perception +2, Stealth +12 Invisible Force. Rabbit Escape 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. Defensive Summoning. While Rabbit Escape occupies the same space as its summoner it grants the summoner total cover. Swarm. Using all of Rabbit Escape's movement you may command them to swarm an area within 5 feet of rabbits. (Rabbits occupy 25ft). The rabbits can occupy another creature's space and vice versa, and they can move through any opening large enough for a Tiny rabbit. The rabbits can't regain hit points with the exception of the never ending feature, and they can’t gain temporary hit points. Neverending. When desummoned, the rabbit will immediately reset its hit points back to their maximum. Crowd Control Vulnerability. The Rabbit Escape has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm. Cursed Weapons. The Rabbit Escape's weapon attacks are magical. ACTIONSBite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 62 (21d4 + 10) piercing damage. Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 62 (21d4 + 10) bludgeoning damage.
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Rabbit Escape is a swarm of shadows used to help the summoner weave in and out of battle or simply to avoid large blows. They're a swarm of blank white rabbit shikigami bearing the Snake Repelling Scarf sigil. Improved Durability. This creature uses the Improved Durability rule. |
Nue[edit]
Medium monstrosity (Shikigami), unaligned Armor Class 22 (natural armor)
Saving Throws Dex +12, Con +12 Invisible Force. Nue 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. Nue has 89 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. Nue regains 1 cursed energy at the beginning of its turns in combat. Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cursed Weapons. Nue's weapon attacks are magical. ACTIONSMultiattack. The Nue makes two attacks: one with its Wings and one with its Talon. Wings. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 48 (11d6 + 10) bludgeoning damage. Nue can spend 5 Cursed Energy to add 82 (15d10) lightning damage to the roll, and also force the target to make a DC 20 Constitution saving throw, on a failure, they 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. Talon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 83 (21d6 + 10) slashing damage. Lightning Charge (3 Cursed Energy). Nue fires a bolt of lightning at a single target within 60ft. The target must make a DC 20 Dexterity saving throw. On a failure they take 126 (23d10) lightning damage, are knocked prone, and until the end of their next turn their movement becomes 0 and they have disadvantage on Strength and Dexterity saving throws. On a success they take half as much damage and do not receive any additional effects.
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Nue is a winged shikigami of the Ten Shadows Technique passed down through the Zenin Family. Nue is a bird-like creature with orange feathers and a white mask-like face. It has large wings, two sets of talons and human-like teeth. Improved Durability. This creature uses the Improved Durability rule. |
Nue Totality: Chimera Beast Agito[edit]
Huge monstrosity (shikigami), unaligned Armor Class 24 (Natural Armor)
Saving Throws Str +16, Dex +16, Con +16, Wis +7, Cha +16 Invisible Force. 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. Agito has 178 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. Agito regains 1 cursed energy at the beginning of its turns in combat. Cursed Weapons. Agito's weapon attacks are magical. Flyby. Agito doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing, Sight and Smell. Agito has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell. Shadow Burrow. Agito can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig. Strong Leap. Agito's jump distance and height is quadrupled. Perfected Camouflage. Agito has advantage on Dexterity (Stealth) checks made to hide and can hide even if it's observed by another creature. Additionally, as long as Agito is obscured creatures cannot spot it using passive Perception. 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 Agito 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 24 Strength saving throw or be knocked prone. If the target is prone, Agito can make one additional bite attack against it. Acrobatic Fighter.
Reverse Cursed Technique Pool. Agito has a healing pool of 3000 that it can use utilizing its Reverse Cursed Technique. It can heal this way until the pool ends, when Agito enters burnout. It's reverse cursed technique pool replenishes at end of a long rest. Additionally, Agito may try to force it's 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. At the beginning of its turns while in a combat where Agito's life is at risk, it regains 10 hit points of its healing pool back. Improved Output. Agito may use its Reverse Cursed Technique on others, though the amount it heals on other creatures is halved. Additionally, whenever Agito deals damage to a Cursed Spirit with a Natural weapon, it may spend up to 10 Cursed Energy to deal 5 radiant damage per 1 Cursed Energy spent. The total amount of radiant damage is subtracted from its healing pool. ACTIONSMultiattack. Agito can take any of the following multiattacks:
Wing. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 59 (14d6 + 10) bludgeoning damage. Agito can spend 5 Cursed Energy to add 82 (15d10) lightning damage to the roll, and also force the target to make a DC 24 Constitution saving throw, on a failure, they 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. Talon. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 94 (24d6 + 10) slashing damage. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 62 (15d6 + 10) piercing damage and the target must make a DC 24 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one. Constrict. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 122 (25d8 + 10) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 24. 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 and Dexterity saving throw as an action to attempt to escape the grapple, DC 24, escaping on a success. Antler. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 97 (25d6 + 10) bludgeoning damage. Beak. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 136 (23d10 + 10) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 113 (23d8 + 10) slashing damage. Lightning Charge (3 Cursed Energy). Agito fires a bolt of lightning at a single target within 60ft. The target must make a DC 24 Dexterity saving throw. On a failure they take 165 (30d10) 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. Neutralize Energy. Agito 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. 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 or Cursed Energy ability check (either Intelligence, Wisdom or Charisma for a Jujutsu Sorcerer) against Agito's Cursed Energy DC (20 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 ACTIONSEnhanced Dexterity. Agito can take the Disengage, Dodge or Hide action as a bonus action. Improved Reverse Cursed Technique. Agito spends any amount of Cursed Energy, regaining 20 hit points for each energy it spends, and removing the same amount of healing from its healing pool. REACTIONSImproved Reverse Cursed Technique. When Agito receives damage, it may use its Improved Reverse Cursed Technique. |
Reverse Cursed Technique, Improved Reverse Cursed Technique, Improved Output. Improved Durability. This creature uses the Improved Durability rule. |
Max Elephant[edit]
Huge monstrosity (shikigami), unaligned Armor Class 27 (natural armor)
Saving Throws Str +14, Con +14 Invisible Force. The Max Elephant 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 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 22 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 20 Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 25d8, and be knocked prone on a failure or half as much on a success. Cursed Weapons. The Max Elephant's weapon attacks are magical. ACTIONSMultiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack. Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 113 (23d8 + 10) piercing damage. Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 136 (23d10 + 10) bludgeoning damage. Trunk. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 87 (22d6 + 10) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be pushed back 10 feet and be knocked prone. Water Spray. Ranged Weapon Attack: +14 to hit, range 20/40 ft., one target. Hit: 77 (22d6) 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 22 Dexterity saving throw. On a failed save, a creature takes 103 (23d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees. Improved Durability. This creature uses the Improved Durability rule. |
Piercing Ox[edit]
Large monstrosity (shikigami), unaligned Armor Class 23 (natural armor)
Saving Throws Str +14, Con +14 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 300 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 300 feet. Cursed Weapons. The Piercing Ox's weapon attacks are magical. ACTIONSGore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 149 (23d12 + 10) piercing damage. Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 143 (22d12 + 10) bludgeoning damage.
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The piercing ox is robust with short curved horns, white fur around its mouth, and a long thin tail. On its forehead is a symbol that resembles the Cloth of the Bees. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of an ox's head. Improved Durability. This creature uses the Improved Durability rule. |
Eight-Handled Sword Divergent Sila Divine General Mahoraga[edit]
Huge monstrosity (shikigami), neutral evil Armor Class 34 (natural armor)
Saving Throws Str +18, Con +18 Cursed Energy. Mahoraga has 89 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Cursed Armor (1-10 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:
Mahoraga's summoner is aware of what Mahoraga is doing in order to adapt and nullify phenomena.
Obstacle Adaptation. Mahoraga's ability to adapt to all phenomena, as it implies, extends to all phenomena. If Mahoraga encounters an obstacle such as a barrier it can't trespass, or its target being inaccessible via movement, it will start adapting to such as described in Eight-Handled Wheel, eventually adapting to it, be it by jumping up to the target in spite of movement, ignoring or making a hole in barriers, or any other way to do so as decided by the DM(This cannot result in increases to stats, armor class, movement speed, or new forms of movement). Siege Monster. Mahoraga deals twice as much damage to objects and structures. Magic Weapons. The Mahoraga's weapon attacks are magical. Reactive. Mahoraga has two reactions per round. Legendary Resistance (3/Day). If Mahoraga fails a saving throw, it can choose to succeed instead. It still gains the benefit of its Eight-Handled Wheel feature. Colossal Physique. The strength Mahoraga possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:
Eight Handled Wheel Regeneration. At the beginning of Mahoraga’s turn, when the Eight Handled Wheel has completed at least one spin this round, Mahoraga will regain all hit points lost from the attack that had caused the spin of the Eight Handled Wheel. Brute Slam. Once per turn as part of an unarmed strike, Mahoraga may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of it, such as the ground or a wall, dealing another roll of its unarmed strike die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever Mahoraga takes the Attack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. Mahoraga makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, Mahoraga's opponent is driven into the earth beneath it ending its grapple early, taking bludgeoning damage equal to two rolls of his unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from Mahoraga's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If Mahoraga scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of Mahoraga's unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of its next turn. Heavy Finisher (1-10 Cursed Energy). Once per round as part of hitting an melee attack, Mahoraga can force its target make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times its Strength modifier + the amount of cursed energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. Mahoraga can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting a melee attack against a prone creature, it can force its target to make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Mahoraga's next turn. If they fail by 5 or more, they are also Confused until the beginning of Mahoraga's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Cursed Enhanced Body. As long as Mahoraga has 1 cursed energy or more, it may add half its 5 to its attack and damage rolls with unarmed strikes or weapons its proficient with. Cursed Energy Reinforcement. Having been continuously running cursed energy through her body at such an efficient rate, Mahoraga is capable of dynamically reinforcing it at an unconscious level. It gains the following benefits so long as it has at least 1 cursed energy:
ACTIONSMultiattack. Mahoraga makes four attacks. Unarmed Strike. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 152 (25d10 + 15) bludgeoning damage. Sword of Extermination. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 169 (28d10 + 15) slashing damage. This attack's damage dice are quadrupled and its type is changed to radiant when used against cursed spirits. (This weapon can dispel techniques that Mahoraga has completely adapted to by making an attack on them, i.e. the barrier of a domain he has adapted to). BONUS ACTIONSMartial Arts. When Mahoraga uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Mahoraga can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). Mahoraga can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Mahoraga can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn. Cursed Weapon Enhancement (1-8 Cursed Energy). Mahoraga can add to a its Sword of Extermination for 1 minute. Whenever it hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. Mahoraga can only use this enhancement again after 1 minute has passed. Regeneration. Mahoraga may spend up to any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. REACTIONSCursed Enhanced Body (1-10 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 ACTIONSMahoraga 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. 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 is the most uncontrollable shikigami in the history of the Ten Shadows Technique. It has never been tamed or commanded like other familiars in the history of the entire Zenin Family. However, users of the Ten Shadows Technique can summon it via an exorcism ritual in an attempt to exorcise it at any time. The shikigami itself is a towering, muscular humanoid figure with four wings protruding from its eye sockets and a tail-like appendage extending from the back of its head. Hovering just above this is a large eight-handled wheel that rotates as Mahoraga responds to new stimuli. Furu's Incantation of the Ten Sacred Treasures and this wheel represent a complete cycle and harmony. Mahoraga also sports black hakama bottoms and a white sash around its waist to cover most of its lower body. Sword of Extermination. Mahoraga's main weapon is a long, double-edged blade coated in positive energy, similar to reverse cursed energy. This makes the Sword of Extermination a natural enemy to cursed spirits. Its positive energy can easily compromise bodies composed entirely of cursed energy. The overall advantage gained by the user is comparable to the power of a special grade cursed tool. Feats. Athlete History, Colossal Physique Cursed Enhanced Body, Cursed Energy Reinforcement Improved Durability. This creature uses the Improved Durability rule. |
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