Akuro-o Otake (Jujutsu Kaisen Supplement)
Akuro-o Otake[edit]
Large undead (Cursed Spirit), chaotic evil Armor Class 29 (25 if at 0 cursed energy) (natural armor)
Saving Throws Str +15, Dex +14, Con +14 Cursed Energy. Akuro-o Otake has 142 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest. Improved Cursed Energy Recovery. Akuro-o Otake regains 4 cursed energy at the beginning of each of its turns. Famous Name. Akuro-o Otake's notorious name invokes fear in the hearts of creatures. At the start of combat, Akuro-o Otake can force all hostile creatures to make a Wisdom saving throw (DC 24). On a failure, the creature is frightened of Akuro-o Otake. They can repeat the saving throw at the beginning of their turns to end the frightened condition. On a success, they become immune to this effect for 24 hours. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Akuro-o Otake. 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. Thrill of Battle. When Akuro-o Otake moves towards a creature that is frightened of it, Akuro-o Otake does not use its speed. Undead Nature. Akuro-o Otake has advantage on saving throws against disease and being poisoned. Hard to Kill(2/Long Rest). If Akuro-o Otake is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill him outright. It may recharge one use of this over the course of a short rest. Sadism. Whenever Akuro-o Otake deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20. Fearsome Appearance. Akuro-o Otake gains advantage on all checks and saves to resist the frightened or charmed conditions. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation. It cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw. Superior Musculature. Akuro-o Otake has advantage on all Strength-based ability checks and saving throws, and its capacities are tripled. Additionally its jump distance is doubled, and it have advantage on Strength (Athletics) checks made to jump or climb. Improved Body Functions. All radiant damage that Akuro-o Otake receives is reduced by 25. Brawn/Evasion/Endurance. Whenever Akuro-o Otake makes a Strength, Dexterity, or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Aura. Creatures that start their turn within 30 feet of Akuro-o Otake, must make a DC 24 Wisdom saving throw, or be frightened of it for the next hour. Cursed Armor. Akuro-o Otake can spend up to 8 cursed energy to grant him 10 temporary hit points per energy spent for 1 minute. He cannot do this again until these temporary hit points run out or 1 minute passes.(No action required) Cursed Strikes. Before making an unarmed strike, Akuro-o Otake may spend up to 7 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Akuro-o Otake hits a target or 1 minute passes. Curse-Empowered Strikes. Akuro-o Otake’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included). Cursed Energy Reinforcement.
Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Akuro-o Otake can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Colossal Physique. Akuro-o Otake can add it's proficiency bonus to all Strength checks even if it was already adding it before, Akuro-o Otake may also give itself advantage on a Strength check or saving throw up to 8 times per long rest. 50 Meters In 3 Seconds! Akuro-o Otake has two reactions per round. Strong Body. Akuro-o Otake reduces all non-magic damage it takes but psychic by 7. This also affects magical damage if it is using cursed armor. Taijutsu Sorcery. Once per turn, Akuro-o Otake can make an unarmed strike with advantage. If it already had advantage on an unarmed strike, it raises the critical hit range for the attack by 1. Cursed Weapon Wielder. If Akuro-o Otake rolls a natural 20 on the attack roll for a Cursed Tool, it can make one additional weapon attack with advantage as apart of its attack using the same Cursed Tool that it scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if it would score a natural 20 on the attack roll for the attack. Legendary Resistance (3/Day). If Akuro-o Otake fails a saving throw, it can choose to succeed instead. Impeccable Brutality. If Akuro-o Otake brings a creature down to 0 hit point, all hostile creatures that could see it must make a DC 24 Wisdom saving throw or become frightened for the next minute. Reactive. Akuro-o Otake can take two reactions on every turn in combat. ACTIONSMultiattack. Akuro-o Otake makes three attacks. Special Grade Great Axe. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 34 (4d10+12) slashing damage + 70 (8d10+13+2d12). If Akuro-o Otake has 0 Cursed Energy, it instead has a +19 to hit and the Necrotic damage decreases to 66 (8d10+9+2d12). This attack has its critical hit range increased by 1. Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d10+8) bludgeoning damage + 17 (2d12+4) necrotic damage. If Akuro-o Otake has 0 Cursed Energy, it instead has a +15 to hit and the Necrotic damage decreases to 13 (2d12) Absolute Darkness(8 Cursed Energy). Cursed darkness spreads from a point Akuro-o Otake chooses within 200 feet to fill a 100-foot radius sphere for the next hour. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non-cursed light can't illuminate it. Storm of Havoc(15 Cursed Energy). A storm made up of sheets of roaring flame and lashing lightning appears in a location Akuro-o Otake chooses within 200 feet of it. The area of the storm consists of up to ten 10-foot cubes, which Akuro-o Otake can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make DC 19 Dexterity saving throw. It takes 55 (10d10) fire damage and 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. BONUS ACTIONSAdvanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows. Immediately after taking the Attack action on their turn, Akuro-o Otake can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Akuro-o Otake can spend 3 Cursed Energy to take the Dodge action as a bonus action on its turn. Cursed Wind Step. Akuro-o Otake can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled until the end of Akuro-o Otake's turn. Cursed Weapon Enhancement. As a bonus action, Akuro-o Otake can spend up to 7 Cursed Energy to add to its melee weapon damage rolls for 1 minute. Whenever it hits a target with its weapon, the target takes up to extra 14 Necrotic Damage. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the curse uses its Advanced Regeneration. Cursed Enhanced Body. Whenever Akuro-o Otake 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. Demon God. When Akuro-o Otake reduces a creature to 0 hit points, it can take its multiattack action again. Taijutsu Sorcery. After taking the Attack Action on its turn, Akuro-o Otake may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against it, it may make 1 Melee attack against a creature within range. LEGENDARY ACTIONSThe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. Attack. Akuro-o Otake makes a Special-Grade Great Axe attack. Stomp (Costs 2 Actions). Akuro-o Otake stomps the ground. Creatures within 60 feet of it are pushed back 30 feet and must make a DC 19 Dexterity saving throw. On a failure they are knocked prone and take 32 (3d10+16) bludgeoning damage. On a success, they take half as much damage. Summon Storm (Costs 2 Actions). Akuro-o Otake uses its Storm of Havoc action. |
Akuro-o Otake is one of the 16 special-grade curses cataloged by the world. It is a rebel spirit. Kenjaku used it in his battle against Takaba. Its abilities have not been shown, so this is all speculation.
Domain Expansion: The Demon God's RealmDesign Note: This sheet is being calculated as if Akuro-o Otake doesn’t have a domain expansion, as in line with canon. However, if a DM wishes to increase the difficulty of an encounter, feel free to use this noncanon domain expansion. When Akuro-o Otake activates its domain, it instantly traps one creature that it chooses within range inside a barrier with a radius of 165 ft. The domain itself is a training ground befitting the theme of the battle curse's abilities. While inside the domain Akuro-o Otake and the chosen creature must battle. Both Akuro-o Otake and the creature remain there until one of them is reduced to 0 hit points or the domain ends. Refinement Points. Akuro-o Otake's domain refiniment points are 400. Domain Durability. Its domain has 1000 hit points. Technique Efficiency. While inside of its Domain, Akuro-o Otake may use its cursed technique for 0 Cursed Energy. Increased Potency. While inside its domain, Akuro-o Otake's cursed techniques deal 8 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit. Akuro-o Otake has 20 levels in the jujutsu sorcerer class, and has the following Cursed Feats: Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Resilient (x2), Regeneration, Advanced Regeneration, Cursed Biology. Immense Cursed Energy, Overflowing Cursed Energy. Cursed Energy Manipulatior (x2), Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output.
When a feature refers to Akuro-o Otake's curse biology, it refers to Cursed Aura, Impeccable Brutality, Thill of Battle, and Demon God.
Akuro-o Otake has the dark god cursed technique. The following is part of Akuro-o Otake’s cursed technique: Traits Actions Absolute Darkness Storm of Havoc Domain Expansion Legendary Actions Summon Storm Improved Durability. This creature uses the Improved Durability rule. |
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