Eight-Handled Sword Divergent Sila Divine General Mahoraga (Jujutsu Kaisen Supplement)

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Eight-Handled Sword Divergent Sila Divine General Mahoraga

Huge monstrosity (shikigami), neutral evil


Armor Class 23 (natural armor)
Hit Points 759 (46d12 + 460)
Speed 70ft, 70ft swim, 70ft burrow


STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 12 (+1) 20 (+5) 15 (+2)

Saving Throws Str +18, Con +18
Skills Acrobatics +11, Athletics +18
Proficiency Bonus +8
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses truesight 120 ft., passive Perception 15
Languages understands all languages but can't speak
Challenge 28 (120,000 XP)


Cursed Energy. Mahoraga has 40 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Mahoraga's Cursed Energy can instead be replaced with double its summoner's level, + its charisma modifier, if that results in a greater pool. If its summoner has the Immense Cursed Energy feat, this pool can instead be calculated as double its summoner's level, + its charisma modifier times 2, + its summoner's proficiency bonus, if that results in a greater pool.

Cursed Armor (1-Charisma modifier 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 possibly would not extend to a Barrierless Domain.

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 Charisma modifier 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: +18 to hit, reach 5 ft., one target. Hit: 37 (5d10 + 10) bludgeoning damage.

Sword of Extermination. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 54 (8d10 + 10) slashing damage. This damage's dice are quadrupled and it's 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-Charisma modifier 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

The 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. The 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
Eight-Handled Sword Divergent Sila Divine General Mahoraga from JJK, [[1]]
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.

4.83
(12 votes)

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