Dark Magician (Jujutsu Kaisen Supplement)

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Dark Magician[edit]

Medium shikigami, unaligned


Armor Class 20 (natural armor)
Hit Points 345 (30d12 + 150)
Speed 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 20 (+5) 16 (+3) 18 (+4) 26 (+8)

Saving Throws Wis +8, Cha +12
Skills Arcana +11
Damage Resistances necrotic damage
Senses passive Perception 14
Languages
Challenge 9 (5,000 XP)


Cursed Energy. The Dark Magician has 35 cursed energy that he can use to fuel his abilities. He regains all of his cursed energy on a long rest.

Improved Cursed Energy Recovery. The Dark Magician regains 3 cursed energy at the beginning of his turns.

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

Cursed Projectiles. The Dark Magician's Cursed Energy Blasts ignore cover and if they miss a creature the blast will stay floating in the air for 8 rounds, allowing him to keep making attacks with them using a Bonus Action until they hit a solid object or target. He can attack with a number of blasts this way up to 8 times per turn. A creature in range of the floating blasts may attack them; they have 18 hit points and 20 AC.

Evasion/Endurance. Whenever the Dark Magician makes a Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Magical Weapons. The Dark Magician's attacks are considered magical.

ACTIONS

Multiattack. The Dark Magician makes three Staff Strike or Cursed Energy Blasts.

Staff Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 1) bludgeoning damage.

Cursed Energy Blast (1 Cursed Energy.) Cursed Energy Attack: +12 to hit, range 60/100 ft., one target. Hit: 35 (5d10 + 8) necrotic damage.

Cursed Energy Ray (1-8 Cursed Energy.) The Dark Magician can spend up to 8 Cursed Energy, to launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a Dexterity saving throw. On a failure, they take 1d12 + a number of additional dice equal to the amount spent in necrotic damage, and half as much on a success.

REACTIONS

Dark Magic: The Dark Magician Round Deer selects one feature that costs cursed energy within 200ft that costs less than 20 cursed energy before reductions, and then attempts to cancel the effect with his dark magic. He must pay Cursed Energy equal to the full cost of the feature used before cost reductions, after which the feature is dispelled/neutralized. This reaction can be used in response to the use of a feature that costs Cursed Energy within this range as well.

The Dark Magician can choose to save on cursed energy by spending half of the normal cost. In that case, the user of the feature may make a spellcasting ability check (either Charisma or Intelligence for a Jujutsu Sorcerer) against his Cursed Energy DC (20 without modfications). On a failed check, the feature is negated.

s-l1200.jpg
A powerful shikigami with an expertise in magic. [[1]]


Feats. The Dark Magician's feats are:

Cursed Energy Ray

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