Dark Magician Girl (Jujutsu Kaisen Supplement)

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Dark Magician Girl[edit]

Medium shikigami, unaligned


Armor Class 19 (natural armor)
Hit Points 253 (22d12 + 110)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 21 (+5) 15 (+2) 18 (+4) 24 (+7)

Saving Throws Wis +7, Cha +10
Skills Arcana +8
Damage Resistances necrotic damage
Senses passive Perception 14
Languages
Challenge 7 (2,900 XP)


Cursed Energy. The Dark Magician Girl has 25 cursed energy that she can use to fuel her abilities. She regains all of her cursed energy on a long rest.

Improved Cursed Energy Recovery. The Dark Magician Girl regains 2 cursed energy at the beginning of her turns.

Vengeance. If the Dark Magician has died since the last time you took a long rest, the Dark Magician Girl has all her damaging features hit die tier increased by 4.

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

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 7 rounds, allowing her to keep making attacks with them using a Bonus Action until they hit a solid object or target. She can attack with a number of blasts this way up to 7 times per turn. A creature in range of the floating blasts may attack them; they have 14 hit points and 19 AC.

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

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

ACTIONS

Multiattack. The Dark Magician Girl makes two Staff Strikes or Cursed Energy Blasts.

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

Cursed Energy Blast (1 Cursed Energy.) Cursed Energy Attack: +11 to hit, range 50/100 ft., one target. Hit: 29 (4d10 + 7) necrotic damage.

Cursed Energy Ray (1-7 Cursed Energy.) The Dark Magician Girl can spend up to 7 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.


514QpJMXSyL._AC_UF894,1000_QL80_.jpg
A powerful shikigami with an expertise in magic. [[1]]


Feats. The Dark Magician Girl's feats are:

Cursed Energy Ray

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