Ryomen Sukuna, Megumi's Body (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Ryomen Sukuna[edit]

Medium humanoid (Cursed Vessel, Complete Vessel), chaotic evil


Armor Class 33 (Unarmored Defense)
Hit Points 2070 (60d12 + 1680)
Speed 205 ft.


STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 30 (+10) 22 (+6) 22 (+6) 30 (+10)

Saving Throws Dex +17, Con +19, Cha +19, Death Saving Throws +9
Skills Acrobatics +26, Arcana +24, Athletics +25, Deception +28, History +24, Insight +15, Intimidation +28, Investigation +15, Medicine +15, Perception +24, Persuasion +19, Stealth +17, Survival +15
Damage Resistances poison
Senses passive Perception 34
Languages Common
Challenge 30 (155,000 XP)


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.

  • Additionally, as a free action Sukuna can focus on a creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against Sukuna using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against Sukuna's Perception. If he wins he gets advantage on the saving throw, or the attack roll is made with disadvantage. Sukuna can focus on 4 creatures with this feature at once.

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:

  • False Slash. As part of using a dismantle attack, Sukuna may choose to automatically miss. In return, creatures targeted must make a DC 27 Insight check. On a failure, Sukuna gains advantage on his next melee attack on his current turn. Creatures with the Cursed Energy Tracker feature have advantage on this Insight check, and creatures who have no knowledge of dismantle are unaffected by this maneuver.
  • Hand of Slashing (4 Cursed Energy). As a free action Sukuna coats his hands in small slashes until the beginning of his next turn. For the duration, once per round as a reaction, he may try to grab a melee weapon attack that was made against him. Sukuna must make a Dexterity (Sleight of Hand) check against the attack roll. If his roll is higher than the attack roll, the attack is negated. If they attack with a natural weapon or unarmed strike, they take 15 slashing damage.

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:

  • Their hit die increase by two per size increase.
  • Their attack roll damage dice increase by one per size increase.
  • Their saving throw damage dice if any increase by two per size increase.
  • Their Constitution score increases by two per size increase (to a maximum of 30).

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:

  • Their movement speed increases by 10ft.
  • They can do an extra bonus action.
  • They will gain resistance to all damage but psychic.
  • Their damage rolls will always count as if they have spent the maximum amount of cursed energy on Improved Output.

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:

  • Sukuna will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll he makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • Sukuna has learned to put his weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, Sukuna can force the creature hit to make a DC 24 Strength saving throw. On a failure, they are knocked back 70 feet in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Sukuna makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 10 times, regaining all uses after taking a long rest.

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.

  • Brute Slam. Once per turn as part of an unarmed strike, Sukuna may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of him, such as the ground or a wall, dealing another roll of his martial arts die (2d12) 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 Sukuna takes the Attack action against a creature he's currently grappling with, he may forgo an attack to violently slam the creature into the ground. Sukuna makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, Sukuna's opponent is driven into the earth beneath him ending his grapple early, taking 26 (4d12) bludgeoning damage and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Sukuna as part of their successful check. If Sukuna scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes 52 (8d12) bludgeoning damage and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of Sukuna's next turn.

Acrobatic Fighter.

  • Sukuna may calculate his jump distance and height with his Dexterity score.
  • Sukuna's jump distance and height is doubled.
  • Whenever Sukuna makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike. If there are not any solid surfaces, he may use half his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick.
  • Once per turn, whenever Sukuna falls onto a creature, make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

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.

  • While Sukuna is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If him or any of his shikigami attack that same target during this turn he will also gain advantage on those attacks as well.
  • In addition, Sukuna's Action cost to control his shikigami is reduced by 1 (Action>Bonus Action>Free Action).

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:

  • When Sukuna makes a Strength, Dexterity or Constitution ability check, he may add 10 to it.
  • When calculating his jump distance and height, Sukuna may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Sukuna may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

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:

  • The feature’s number of damage dice increases by 5. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 55 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 11 rounds.

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:

Original Saving Throw Changed Saving Throw
Strength Dexterity
Dexterity Constitution
Constitution Strength
Intelligence Wisdom
Wisdom Intelligence

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:

  • Sukuna may treat every round he spends as a part of this chant as 2 rounds.
  • Sukuna may Chant 2 Innate Technique features simultaneously.

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.

ACTIONS

Multiattack. 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.

  • Lightning Blast (10 Cursed Energy). Ranged Weapon Attack: +21 to hit, range 60/300 ft., one target. Hit: 105 (30d6) Lightning damage. This attack may only be used while Sukuna is wielding the Supreme Martial Solution.

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:

  • Designate one shikigami as the base and another as the enhancer.
  • The fused shikigami inherits all traits of both shikigami and gains the Shikigami Alteration feature from the enhancer.
  • It gains no immunities, resistances, or vulnerabilities from either shikigami.
  • Its hit points are half of the base shikigami's hit points.
  • Its speed is half of base Shikigami's speeds rounded down in increments of 5 feet.
  • Its ability scores are half of the base shikigami’s ability scores.
  • The fused shikigami's size matches the base shikigami.
  • The fused shikigami's AC matches the base shikigami.
  • The fused shikigami gains one condition immunity of his choice from either shikigami.
  • The fusion's CR equals the base shikigami’s CR plus half of the enhancer’s CR.
  • The fused shikigami's size can be reduced, and its quantity increased. For every size reduction, the number of shikigami summoned doubles, up to a limit of 5 times. For example, if the base shikigami is Large, the summoner can reduce its size to Medium and summon 2 fusion shikigami, or further reduce it to Small to summon 4 fusion shikigami. The multiple shikigami created this way will only count as 1 shikigami for the purposes of summoning, controlling, commanding and any reactions it has.
  • When the size is reduced and quantity is increased, the CR, Strength and Constitution stats, as well as the hit points of the base shikigami and cursed energy are split evenly among the summoned shikigami. This split applies only to the fusion and does not affect the original shikigami’s individual stats when unfused.

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

Shikigami Shikigami Alteration
Divine Dog Gives Pack Tactics feature
Gama Gives the Support Carry, Tongue, Swallow and Tongue Grab features
Nue Gives 80 ft fly speed
Piercing Ox It will grant the Battering Ram feature and the Gore attack, the fusion will use its scores to determine the attack and damage bonuses
Max Elephant Increases hit dice by 20

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:

  • Lightning Charge. Sukuna 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 149 (23d12) 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.
  • Lightning Charge. Sukuna 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 195 (30d12) 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.

Water Ejection (6 Cursed Energy). Sukuna may use one of the following actions:

  • Water Spray. Ranged Weapon Attack: +14 to hit, range 20/40 ft., one target. Hit: 99 (22d8) bludgeoning damage.
  • Water Cannon (Recharge 4-6). Sukuna 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 126 (23d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Lightning Ray (10 Cursed Energy). Sukuna may use one of the following actions:

  • Lightning Ray. Ranged Cursed Energy Attack: +19 to hit, range 60 ft., one target. Hit: 214 (33d12) bludgeoning damage.
  • Lightning Ray. Ranged Cursed Energy Attack: +19 to hit, range 60 ft., one target. Hit: 260 (40d12) bludgeoning damage.

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 ACTIONS

Martial 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:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 5.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

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:

Shikigami Cursed Energy Cost
Divine Dog 1 Cursed Energy
Divine Dog: Totality 1 Cursed Energy
Gama 2 Cursed Energy
Rabbit Escape 3 Cursed Energy
Nue 4 Cursed Energy
Nue Totality: Chimera Beast Agito 4 Cursed Energy
Piercing Ox 7 Cursed Energy
Max Elephant 9 Cursed Energy
Eight-Handled Sword Divergent Sila Divine General Mahoraga 10 Cursed Energy

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:

  • Their Strength, Dexterity, Constitution and Charisma scores become those of the creature who has the higher score. Then they will increase by the modifier of the creature with the smaller scores.(Ex: Nue has 18 Strength while Divine Dog has 14, their totality would have 20 Strength.)
  • Their AC will become the that of the creature with the higher AC.
  • They receive the amount of hit die of both creatures combined, with the size of the hit die being determined as normal.
  • Their movement speed is added together.(Ex: Two creatures with 30 movement speed would have 60 movement speed in totality form)
  • They will receive all features, traits, actions, bonus actions, reactions, legendary actions, skill, saving throw proficiencies, damage resistances, damage immunities, condition immunities and senses from both creatures.
  • Their size will become the size of the bigger creature.
  • Their CR will become that of the creature who has a higher CR. Then it will increase by half the CR of the creature with the smaller CR rounded up.(Ex: Nue's CR is 4, and Great Serpent's CR is 5, their totality's CR would be 7)
  • After calculating the ability scores, the difference in the ability modifier from the original user of a damaging feature and the totality is added to the amount of dice. This value can not increase the damage of a feature to over double its original value in dice. You apply this before Stronger shadows. For save attack damage, the stat corresponding to the save is used. (Ex: Mourn Tiger has a +7 in Dexterity and Nue has a +3. Mourn Tiger’s Dexterity Modifier increases by +1, meaning you add 1 additional dice to the Totality's attack to the damage dice that use Dexterity as the ability modifier, changing Mourn Tiger’s bite attack from a 2d10+7 into a 3d10+8.) This increase only applies to direct attack rolls and saving throws.(excluding Natural Weight) This value is halved(rounded down to a minimum of 1) for attacks that can be used through a multi-attacking feature.(Ex: Nue’s Wings and Talon)

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.

REACTIONS

Perfect 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:

  • When passing a saving throw or when an attack roll is being made against him, Sukuna may move up to half of his speed in a direction of his choice. This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack roll he's reacting to he may roll a Acrobatics check to attempt to fully dodge. He rolls against the attack roll, causing the attack to miss regardless of his armor class if his Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless he's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If he fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then though he can’t fully dodge he may change which limb is targeted. In the case of a saving throw he is unaffected by the saving throw if he moves out of the area of effect.
  • Sukuna can make one melee attack if he moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

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 ACTIONS

Sukuna 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

billede-2025-05-26-170127142-removebg-preview.png

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.

Jujutsu Sorcerer

Sukuna has 30 levels in the Jujutsu Sorcerer class.

Domain Expansion: Malevolent Shrine

Sukuna 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.

Refinement Points

Sukuna's domain refinement points are 1000.

  • Domain Durability. Sukuna's domain has 3000 hit points.
  • Technique Efficiency. While inside his domain, Sukuna may use Dismantle, Cleave and Furnace: Open for 0 Cursed Energy.
  • Increased Potency. While inside his domain, Sukuna's cursed techniques deal 10 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit..
  • Enhanced Technique Efficiency. While inside his domain, Sukuna may decrease the cost of Grid Slash, Spiderweb, Hand of Slashing and Slash Skating by 5 cursed energy, to a minimum of 1.
  • 0.2 Domain Expansion. As a part of opening his domain, Sukuna may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than 30. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way.
  • Efficient Expansions. Sukuna's Domain Expansion cost is reduced by 10 (already added) and he only gains 1 level of exhaustion after his domain ends. Additionally, he only needs to pass a DC 20 Constitution to use his technique while in burnout.
  • Durable Barrier. Sukuna's domain will gain immunity to non-magical damage from both sides, however it will still be resistant to all damages from the inside and vulnerable to all damages from the outside.
  • Domain Superiority. The refinement thresholds which determine how long it takes Sukuna to destroy another domain in a clash are halved.
  • Mastered Domain. While inside his domain, techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. In addition, Sukuna's domain now lasts for 3 minutes.

Barrier Properties

  • Barrier Resistance. As part of expanding his domain, Sukuna may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities. This feature cannot be used by a barrierless domain.
  • Barrier Movement. At the beginning of Sukuna's turn while his domain expansion is active he may choose to move the domain up to 120 feet in any direction. The relative positions of creatures inside the domain do not change due to the movement. This feature cannot be used by a barrierless domain.
  • Barrier Entry. As a free action while his domain is active Sukuna may alter the barrier, deciding one thing that may pass through his barrier unimpeded. For example, he could allow living things to enter and leave his domain as they please while keeping non-living things trapped. This feature cannot be used to stop creatures from leaving a barrierless domain.
  • Barrier Enlargement (1-11 Cursed Energy). As a bonus action while his domain is active Sukuna can increase his domain’s radius by 20 feet per point spent. He chooses whether creatures that would be caught by the new radius are pushed to the new edge of the domain, as per normal domain expansion rules, or enter the domain. While enlarged in this way the maximum and current health of the barrier is reduced by three times the amount of feet the range increased. This lasts until the end of the domain or until the range is changed again by another feature. This feature cannot be used by a barrierless domain.
  • Barrier Compression (5 Cursed Energy). As a bonus action while his domain is active, Sukuna can make the outside become a small circle of 5ft. Inside however, it will have the same size. While compressed in this way his barrier gains 300 damage reduction. If this feature is used on a barrierless domain, damage his domain would deal, if any, is increased by half that much instead. This lasts until the end of the domain.
Cursed Techniques

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.

Tokyo Jujutsu High

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

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.

  • Power Advancement. Sukuna can now spend up to 9 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Conservation. The cursed energy cost of the technique is now reduced by 9 (to a minimum of 1 cursed energy).
  • Distance Advancement. Sukuna can now spend up to 9 additional cursed energy on the technique to add 10 ft. to the range for each additional cursed energy spent unless it's touch range.

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.

Specialized Technique

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:

  • Increased Damage Output. Its damage dice number will increase by 10.
  • Increased Reach. Its range will increase by 30 feet.
  • Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Sukuna may change his specialized technique at the end of a week.

Technique Alteration

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.

  • Massive Range. As part of using his technique Sukuna can spend 10 extra cursed energy. His technique’s range, width, and radius increase by 280ft. This does not apply to touch based techniques.
  • Careful Manipulation. As part of using his technique Sukuna can spend 5 extra cursed energy. He is able to use his technique more carefully, allowing him to avoid certain creatures. SUkuna may select any number of creatures, excluding himself, to not be affected by it for its duration.
  • Multi-Targeting. As part of using his technique Sukuna can spend 10 extra cursed energy. He is now able to target 10 additional creatures. This only works on techniques that are only able to target one creature originally.

As a part of a long rest Sukuna may change the technique that has an alteration on it.

Technique Advancements

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.

  • Power Advancement. Sukuna can now spend up to 9 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Conservation. The cursed energy cost of the technique is now reduced by 9 (to a minimum of 1 cursed energy).
  • Distance Advancement. Sukuna can now spend up to 9 additional cursed energy on the technique to add 10 ft. to the range for each additional cursed energy spent unless it's touch range.

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.

Excellent Mastery

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.

  • Mastered Damage. Its damage dice number will increase by 10.
  • Mastered Range. Its range will increase by 30ft unless it's touch range.
  • Mastered Efficiency. Its cursed energy cost will be halved (rounded up, minimum 1).

Sukuna may change his Mastered Technique only once per week.

Binding Vows
  • Rapid Technique Activation (Not Active). Sukuna can create a vow to immediately use a technique that he knows as either a reaction or free action. When using said technique through this vow all other activation requirements besides the cursed energy cost are ignored. However, Sukuna permanently either increases the action cost of the technique by 1 (free action-> bonus action-> action-> full turn action) or adds an additional requirement or prerequisite to use the technique for all subsequent uses of that technique (an example of an additional requirement or prerequisite would be now needing Chanting to be active to use the technique). The increased action cost or additional requirement/prerequisite from this vow will last even if Sukuna ends it during a short or long rest as the technique used has been permanently altered.
  • Preheated Furnace. Inside Sukuna's domain Furnace: Open now targets all creatures within his domain except himself, and deals its damage in bludgeoning damage as a second instance of damage to any creature it hit as long as the domain its used within has a barrier that stops at least non-living things from leaving. This bludgeoning damage ignores resistance and kills a creature outright if they’re reduced to 0 hit points by it.
Soul Knowledge

Sukuna has 80 Soul Knowledge and gains the following benefits:

  • Soul Intuition. Sukuna can deduce whether a feature, once it has been successfully used, was related to the soul, such as the Resonance feature of the Straw Doll Technique or the Mastery of General feat when used on the trapped soul of a vessel.
  • Teachings of the Soul. Over the course of a long rest Sukuna may create a book or other learning device which functions as the book of souls does. He cannot benefit from his own book.
  • Soul Outline Perception. Whenever Sukuna is dealt damage that is considered Major Soul Harming, temporary hit points from Cursed Armor will now apply to damage dealt. In addition whenever he heals himself or another creature, using the Reverse Cursed Technique he can heal damage that was considered Major Soul Harming. All damage caused by Sukuna that spent cursed energy such as cursed strikes or using a cursed technique is considered Minor Soul Harming.
  • Soul Separation. Whenever Sukuna hits a Cursed Vessel with a Soul Harming attack and his attack roll is 5 or higher above its AC, he can force the trapped soul within to make a Charisma saving throw (DC = 8 + the Cursed Vessel’s Proficiency bonus + half of the Cursed Vessel’s Charisma modifier, rounded down). On a successful save, the soul hampers the Cursed Vessel’s capabilities by reducing all of their Strength, Dexterity and Constitution scores by 2. If a soul is being controlled by a Complete Vessel, the soul has disadvantage on the Charisma saving throw. If the Cursed Vessel is at half of its hit point maximum or lower, the soul gains advantage on this saving throw. Alternatively, instead reducing the ability scores of a Complete Vessel, he may instead attempt to reduce their cursed energy output as a result of their connection to the body weakening. On a successful save of the trapped soul, the amount of Cursed Energy the vessel can spend on their Cursed Techniques is reduced by 1. If the trapped soul succeeds on this variation of the saving throw 3 times, the amount the Vessel is able to spend on cursed energy enhancements is reduced by 1. All effects of a trapped soul succeeding Soul Separation are reverted after a number of completed long rests equal to half the trapped soul’s level(rounded down). If a Complete Vessel or an Incomplete Vessel has been reduced to 0 hit points within 1 minute of a trapped soul making a successful save to hamper the cursed vessel, the cursed object is destroyed within the body. The body reverts to its original state and the trapped soul is treated as if it were knocked unconscious with 1 hit point remaining unless the body was damaged to a point that the body would be treated as dead as opposed to unconscious.
Black Flash

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:

Number Rolled Damage Dealt
5 56 damage
6 89 damage
7 130 damage
8+ 181 damage

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:

  • Sukuna rolls 1 extra damage dice for his Curse-Empowered Strikes.
  • Sukuna cursed energy armor gives 5 more temporary hit points per cursed energy spent.
  • The die tier of Sukuna's Cursed Strikes will increase by 1.
  • The amount Sukuna can spend on his Cursed Energy Enhancements will be increased by 1.
  • Sukuna's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage. (Unless they're also in In the zone)
  • Sukuna's cursed techniques will add 9 damage dice.
  • Sukuna's leeway and skill with utilizing Binding Vows has increased, he will have greater leeway with using Binding Vows in his awakened state, making vows that he may normally not be able to.

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.

Chanting

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:

  • Sukuna's technique will ignore resistances and treat immunities as resistances.
  • Sukuna may double the original Range, Width, or Radius of his Technique.
  • Sukuna may triple the original Range, Width, or Radius of his Technique. (He must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. Sukuna also raise the DC by 9 for that saving throw.
  • If Sukuna's Innate Technique feature has him make an attack roll, he gains advantage on that attack roll and may 9 to that roll.
  • The cost of Sukuna's Innate Technique feature is halved.
  • Sukuna's Innate Technique will ignore all forms of cover.
  • Sukuna's Innate Technique’s Action cost will be lowered by 1 (Ex. Full Turn Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced he will gain an extra Reaction specifically for that feature. (Sukuna must be Complex Chanting in order to apply this bonus)
  • The duration of Sukuna's Innate Technique feature is doubled.
  • The duration of Sukuna's Innate Technique feature is tripled. (He must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (Sukuna must be Complex Chanting in order to apply this bonus).
  • The cost of Sukuna's Innate Technique feature is reduced to ¼. (Sukuna must be Complex Chanting in order to apply this bonus and he must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If Sukuna's Innate Technique feature would force his opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (He must be Complex Chanting in order to apply this bonus).
  • If Sukuna's Innate Technique feature would have you make an Attack roll, he may roll 3 dice instead of 1 and take the highest result for the roll. (He must be Complex Chanting in order to apply this bonus).

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.

Feats

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.

Cursed Object Creator.

Reverse Cursed Technique, Improved Reverse Cursed Technique, Improved Output.

Vows Master.

Epic Boons

Unmatched Fortitude, Reverse Cursed Technique Mastery, Lightspeed Chanting, Unrealistic Cursed Energy.

Improved Durability

This creature uses the Improved Durability rule.

Divine Dog[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 22 (natural armor)
Hit Points 435 (30d8 + 300)
Speed 140 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 5 (-3) 13 (+1) 30 (+10)

Saving Throws Str +12, Dex +12, Cha +12
Skills Athletics +12, Perception +3, Stealth +12
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Understands it's masters' languages but can't speak them.
Challenge 1 (200 XP)


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.

ACTIONS

Multiattack. 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.


Divine-Dogs.png
Sukuna summoning his Divine Dogs in their incomplete form.

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)
Hit Points 580 (40d8 + 400)
Speed 180 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 5 (-3) 13 (+1) 30 (+10)

Saving Throws Str +12, Dex +12, Cha +12
Skills Athletics +12, Perception +3, Stealth +12
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Understands it's masters' languages but can't speak them.
Challenge 2 (450 XP)


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.

ACTIONS

Multiattack. 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.


Totality.png
Sukuna's Divine Dog: Totality protecting him from harm

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)
Hit Points 493 (34d8 + 340)
Speed 130 ft., swim 150 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 4 (-3) 14 (+2) 28 (+9)

Saving Throws Str +12, Dex +12, Con +12
Skills Acrobatics +14
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Understands it's masters' languages but can't speak them.
Challenge 2 (450 XP)


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.

ACTIONS

Tongue. 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.

REACTIONS

Tongue 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.

Gama.png
A gama showing its tongue

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)
Hit Points 1558 (76d20 + 760)
Speed 135 ft., burrow 105 ft.


STR DEX CON INT WIS CHA
21 (+5) 30 (+10) 30 (+10) 2 (-4) 10 (+0) 23 (+6)

Skills Perception +2, Stealth +12
Proficiency Bonus +2
Condition Immunities grappled, frightened, stunned, prone, charmed, restrained, paralyzed, petrified
Senses passive Perception 12
Languages Understands it's masters' languages but can't speak them.
Challenge 0 (10 XP)


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.

ACTIONS

Bite. 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.


Rabbit-Escape.png
Sukuna using Rabbit Escape as a distraction to attempt to hide in Satoru Gojo's shadow.

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)
Hit Points 435 (30d8 + 300)
Speed 110 ft., fly 180 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 8 (-1) 13 (+1) 30 (+10)

Saving Throws Dex +12, Con +12
Skills Perception +5, Stealth +12
Proficiency Bonus +2
Damage Resistances lightning
Senses passive Perception 15
Languages Understands it's masters' languages but can't speak them.
Challenge 4 (1,100 XP)


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.

ACTIONS

Multiattack. 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.


Nue.png
Sukuna's Nue, in a Totality with Great Serpent and affected by Shikigami Gigantification

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

Improved Durability. This creature uses the Improved Durability rule.

Nue Totality: Chimera Beast Agito[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 24 (Natural Armor)
Hit Points 1353 (82d12 + 820)
Speed 250 ft., fly 180 ft., swim 130 ft., burrow 130 ft., climb 130 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 8 (-1) 13 (+1) 30 (+10)

Saving Throws Str +16, Dex +16, Con +16, Wis +7, Cha +16
Skills Acrobatics +22, Athletics +16, Perception +7, Stealth +22, Survival +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Non-magical attacks; Lightning, Poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17
Languages Understands it's masters' languages but can't speak them.
Challenge 17 (18,000 XP)


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.

  • Agito may calculate his jump distance and height with its Dexterity score.
  • Whenever Agito makes an attack while within 5 ft. of a solid surface or another object like a tree, it may use it to leverage a powerful attack against its opponent, dealing an additional damage die of its attack. If there are not any solid surfaces, Agito may use half his movement speed to drop to the ground on its hands, extending its legs up and making a powerful kick.
  • Once per turn, whenever Agito falls onto a creature, make a DC 10 Acrobatics check. On a success, it may make one claw attack against that creature.

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.

ACTIONS

Multiattack. Agito can take any of the following multiattacks:

  • One Wing attack and one Talon attack.
  • Two Bite attacks, one of which can be replaced with Constrict.
  • Two Antler attacks.
  • One Beak attack and one Claw attack.

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 ACTIONS

Enhanced 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.

REACTIONS

Improved Reverse Cursed Technique. When Agito receives damage, it may use its Improved Reverse Cursed Technique.

Agito.png
The Complete Totality, Chimera Beast Agito
Feats

Acrobatic Fighter.

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)
Hit Points 726 (44d12 + 440)
Speed 140 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 3 (-4) 12 (+1) 26 (+8)

Saving Throws Str +14, Con +14
Proficiency Bonus +4
Senses passive Perception 11
Languages Understands it's masters' languages but can't speak them.
Challenge 9 (5,000 XP)


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.

ACTIONS

Multiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack.

Gore. Melee Weapon Attack: +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.


Max-Elephant.png
Sukuna dropping his Max Elephant on an opponent to crush them

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)
Hit Points 1085 (70d10 + 700)
Speed 170 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 5 (-3) 5 (-3) 25 (+7)

Saving Throws Str +14, Con +14
Proficiency Bonus +4
Senses passive Perception 7
Languages Understands it's masters' languages but can't speak them.
Challenge 11 (7,200 XP)


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

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

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

ACTIONS

Gore. 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.


Piercing-Ox.png
Sukuna's Piercing Ox hitting the Akira Slide

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)
Hit Points 1089 (66d12 + 660)
Speed 170ft, 170ft swim, 170ft burrow


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 12 (+1) 20 (+5) 30 (+10)

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


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:

Adaptation of Phenomena. For the purposes of when Mahoraga is hit by damage, effects, or conditions from an innate technique feature or various Phenomena, such as a lightning attack or large-scale cursed energy blast, it instead begins adapting to that specific feature. In this scenario, once the adaptation has begun, Mahoraga begins to analyze, gradually gaining more understanding of the phenomena such as becoming able to see Dismantles from the Shrine Innate Technique. When fully adapted to the phenomena after the fourth spin, Mahoraga will be fully physically immune to the effect and unable to be subjected to it. If a cursed technique has multiple distinct effects—such as the attraction of Blue and the repulsion of Red from Limitless—Mahoraga adapts to each effect individually. Adapting to one effect does not grant immunity to others unless they are considered part of the same core effect. In some cases, when it comes to an Innate Technique with more than one Lapse technique, it’s possible that Mahoraga will adapt to an entire Lapse technique itself, rather than each feature of a Lapse individually. This may apply to techniques in which the Lapse techniques are related closely in their concept or application. For example, receiving a Blue from Limitless would cause Mahoraga’s adaptation to occur for both Blue and Infinity in the same adaptation, however adapting to Dismantle and Cleave from the Shrine technique would not trigger an adaptation to Furnace: Open.
If a cursed technique’s features share the same effect but are presented with different applications, Mahoraga adapts to all those applications simultaneously. For example, Shrine’s Cleave, Dismantle, and Grid Slash all share the same core effect of dealing slashing damage, so Mahoraga would adapt to all of them at once. Once Mahoraga has fully adapted to a feature, it becomes immune to any non-damage effects that feature could impose, such as being moved, restrained, or otherwise affected.
As stated above, Mahoraga’s adaptation varies heavily depending on the effect, and the DM has great latitude in determining what happens. For example, Mahoraga possesses the capability to adapt to a Domain Expansion as a whole, by being subject to the sure hit effect of the Domain Expansion and upon completing its full adaptation it can negate the Domain in its entirety, destroying the barrier and all. This however could possibly not extend to a Barrierless Domain.

Mahoraga's summoner is aware of what Mahoraga is doing in order to adapt and nullify phenomena.

Continued Adaptation. Once Mahoraga has fully adapted to a phenomena, his adaptation will possibly continue, finding new ways to counter it until the DM determines he has discovered all possible methods of adaptation. For example, after first adapting to Blue and Infinity, Mahoraga would be simply altering his cursed energy to nullify and neutralize Infinity, making him able to swipe the technique away upon making contact. After a second adaptation, he would then be able to develop a new method to bypass it, such as The World Cutting Slash, expanding the target of the Slash to cut space and hit the user of Infinity.
Combat Adaptation. In the case of very simple attacks such as unarmed strikes, weapon attacks, or a creature’s Cursed Energy Enhancements, Mahoraga will adapt to them as well, but will only gain the benefits of taking ½ damage and subsequently ¼ as normal. He cannot negate or dispel these simple strikes like other phenomena, nor negate Cursed Energy Armor instead only making the damage become less effective. In addition, basic physical attacks such as these will not trigger Eight Handled Wheel Regeneration.

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

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

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

Reactive. Mahoraga has two reactions per round.

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

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

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

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

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

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

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

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

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

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

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

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

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

ACTIONS

Multiattack. Mahoraga makes four attacks.

Unarmed Strike. Melee Weapon Attack: +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 ACTIONS

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

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

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

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

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

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

REACTIONS

Cursed Enhanced Body (1-10 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 ACTIONS

Mahoraga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mahoraga regains spent legendary actions at the start of its turn.

Attack. Mahoraga makes one Sword of Extermination attack.

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

Mahoraga.png
Sukuna's Mahoraga, ready to intercept anything that'd do him harm
The ability to adapt to any and all phenomena.

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

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

Feats.

Athlete History, Colossal Physique

Slam Master, Heavy Finisher

Cursed Enhanced Body, Cursed Energy Reinforcement

Improved Durability. This creature uses the Improved Durability rule.

0.00
(0 votes)

Back to Main Page5e HomebrewCampaign SettingsJujutsu Kaisen (5e Campaign Setting)NPCs (Jujutsu Kaisen Supplement)

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