Vengeful Spirit (Jujutsu Kaisen Supplement)

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Vengeful Spirit

Large undead (cursed spirit), lawful evil


Armor Class 15 (natural armor)
Hit Points 28 (3d10+12)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 8 (-1) 10 (+0) 18 (+4)

Saving Throws Str +6, Dex +3, Cha +6
Skills Intimidation +6, Perception +2
Proficiency Bonus 2
Damage Vulnerabilities radiant
Damage Resistances necrotic, poison
Condition Immunities frightened, charmed
Senses passive Perception 12
Languages
Challenge 0 (0 XP)


Scaling Spirit The spirit’s base statistics scale based on the summoner’s. Its proficiency bonus equals the summoner’s, its Charisma, Dexterity, Strength, and Constitution scores are increased by half the summoner’s level(rounded down) and its hit dice count is boosted by the summoner’s level(with its hit points changing accordingly). Additionally, its speed is increased by the summoner’s unarmored movement value.

Cursed Energy. The vengeful spirit has half of the summoner’s cursed energy (Rounded Up). It also has an additional amount of Cursed Energy equal to Half the summoners level (Rounded Up) + The Vengeful Spirit's Charisma mod + The Vengeful Spirit's Proficiency Bonus added twice. All of the cursed energy, when used, is unavailable until it takes a long rest.

Improved Cursed Energy Recovery. The curse regains half its charisma modifier in cursed energy at the beginning of each of it's turns.

Undead Nature.You don’t need to eat, drink, or breathe. You don’t need to sleep. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. Your creature type is undead, specifically cursed spirit.

Not Going Down(1/long rest). When the Vengeful Spirit is reduced to 0 hit points, it may fall to 1 hit point instead.

Cursed Weapons Storage The Vengeful spirit has an extra-dimensional space where you may store cursed tools. It's master may order the Vengeful Spirit to spend 1 cursed point to open it's chest, showing all of the items inside of it. The sorcerer can then use a bonus action to pick up one of the cursed tools inside, making the Vengeful Spirit's chest close immediately after. All of the cursed tools still count against the Vengeful Spirit's carrying capacity.

Cursed Energy Strike Whenever the vengeful spirit hits with a melee weapon attack, it can spend an amount of cursed energy up to its proficiency bonus to deal Xd8 additional necrotic damage, where X is the amount of cursed energy spent.

Overpowering Cursed Energy. When this creature rolls initiative or as a Free Action on its turn it may choose any number of creatures within 180 feet or that can see it and force them to make either a Wisdom or Charisma saving throw. On a failure, they are frightened for 1 minute. Their ability checks, saving throws, attack rolls and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by its Charisma modifier. They cannot concentrate and they also have disadvantage against its saving throws while it gains advantage against their saving throws. A creature can remake this saving throw at the end of each of their turns. If the creature's cr or level is equal to or higher than the summoner's Jujutsu Sorcerer level, they make this saving throw with advantage, and choose which to make instead of it choosing. If the creature's CR or level is 3 or more below its summoner's level, they make this saving throw with disadvantage and their lower save bonus(including features and other bonuses) is chosen automatically. Once a creature passes this saving throw, they become immune to it for 24 hours, unless their CR or level is at least 3 or more below the summoner's level. Creature's must also make this check when attempted to feel the Cursed Energy of the Vengeful Spirit.

Colossal Physique. The Vengeful Spirit counts as 2 sizes larger for the purposes of grappling, shoving, disarming and the weight it can carry, push, drag, or lift.

Once per turn, as part of a successful melee attack, the spirit can force its target to make a Strength saving throw. On a failure, they are knocked back a number of feet equal to the spirit's Strength mod x 10 in a direction of its choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per every 10 feet the creature traveled before colliding with the surface. If it was another creature, they instead both take damage equal to half of the spirit's melee attack’s damage roll instead (rounded down). If your melee attack was a critical hit and you use this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack.

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

Strong Body. The Vengeful Spirit has proven to be very durable, making taking him down a very difficult task.

You will now add your Constitution modifier twice when calculating your hit points gained per level.

Reduces all damage except psychic or thunder, depending on its Constitution modifier, although cursed attacks or magic can bypass through it. (Unless you are under the effect of cursed energy armor)

ACTIONS

Multiattack. The Vengeful spirit can make one + 1/4th of the summoner’s level rounded down claw attacks.

Claw. Melee Weapon Attack: Summoner’s cursed energy attack bonus to hit, reach 5 ft., one target. Hit: (2dX + plus its strength modifier) slashing damage, where X is the summoner’s martial arts dice.

Cursed Energy Beam(1+ cursed energy). As an action for 1 or more cursed energy, the vengeful spirit launches a beam of pure cursed energy. All creatures in a 20 foot wide, 120 foot long line originating from the vengful spirit are forced to make a Dexterity saving throw (DC: 8 + Proficiency Bonus + Charisma mod). On a failure, they take 4d12 force damage and are knocked prone, on a success they take half as much damage and are not knocked prone. For every cursed energy the vengeful spirit spends on this feature, it adds 1d12 to its damage dice. It can spend up to the summoner’s charisma modifier times 2 cursed energy on this action. If she spends an additional action, she can charge up this beam, releasing it upon taking the second action to deal double the damage dice at cost of double the cursed energy. Objects in the area also take damage, double the damage that a creature would take.

Store Creatures. The vengeful spirit can store up to 6 large or lower sized willing or unconscious creatures in a cursed energy sac created by the vengeful spirit which is then absorbed by the vengeful spirit and the creatures inside are restrained until they leave the cursed sac, as a bonus action for 1 cursed energy for each person, making any attacks that would target them target itself instead. It may drop all creatures as a free action. If the vengeful spirit is dispelled while creatures are stored inside her, the creatures appear on the ground below where the vengeful spirit previously was. The vengeful spirit cannot store unwilling creatures.

BONUS ACTIONS

Advanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 10 times the amount spent.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration.

Cursed Enhanced Body. Whenever the Vengeful Cursed Spirit makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to its Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.

Rika%27s_power_overflowing_in_Yuta_%28Anime%29.png
Rika, a Vengeful spirit, [1]

This kind of vengeful spirit was created due to a loved one not wanting to let go of it's user, it is extremely strong and agressive.

Feats

Immense Cursed Energy

Overwhelming Cursed Energy

Overpowering Cursed Energy

Cursed Enhanced Body

Improved Cursed Energy Output

Strong Body

Athlete History

Colossal Physique

5.00
(3 votes)

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