Eso (Jujutsu Kaisen Supplement)

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Eso[edit]

Large undead (death painting), lawful neutral


Armor Class 19 (unarmored defense)
Hit Points 450 (20d10 + 280)
Speed 75 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Str +11, Con +11, Cha +10
Skills Acrobatics +9, Athletics +11, Intimidation +10
Senses passive Perception 18
Languages Common
Challenge 14 (11,500 XP)


Cursed Energy. Eso has 43 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Curse Energy Recovery. Eso regains 1 cursed energy at the beginning of his turns.

Brawn. Whenever Eso makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success.

Powerful Build. Eso counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Body Owner. Eso has advantage against effects that would change his form

Toxic Blood. If Eso's blood comes into contact with a creature, it takes 2d6 necrotic damage at the start of its turns until 1 minute has passed. Necrotic damage from this feature bypasses resistances and immunities. A creature can remove Eso's blood from their body by making a Medicine check against Eso's Toxic Blood DC 18 as an action.

Cursed Armor. For an amount of Cursed Energy up to 4 and no action required, Eso surrounds himself with cursed energy for one minute. He gains temporary hit points equal to the amount of Cursed Energy spent times 5 for the duration. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. If Eso is unable to use actions for any reason, he cannot use this feature.

Curse-Empowered Strikes. Eso's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra acid damage (already included).

50 Metres in 3 Seconds!. Eso can make 2 reactions per round.

Energy to Blood. Whenever Kechnizu uses one of his techniques that requires blood points, he may spend additional cursed energy equal to the blood points needed for the technique, creating 3 blood points per cursed energy spent.

Rot Technique. All attacks by made Eso with his cursed technique have their damage type changed to acid type damage, additionally whenever a feature from this Technique hits a creature, whether through an attack roll or a saving throw, the target must make a DC 17 Constitution saving throw. On a failure, they take 3d8 additional acid damage, or half as much on a success.

Crimson Augment (4 cursed energy, 3 blood points). Once per turn when Eso makes a melee weapon attack, he can augment his strikes with his blood. On a hit, the target takes normal damage plus an additional 2d8 acid damage.

ACTIONS

Multiattack. Eso makes two attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage and 6 (1d12) acid damage.

Darkened Blood Manipulation.

  • Blood Lance (2 cursed energy, 3 blood points). Eso shapes his toxic blood into a long, piercing lance. He conjures a lance of blood and hurls it at a creature within 30 feet. The target must make a DC 17 Dexterity saving throw. On a failed save, they take 2d8 piercing damage, or half as much on a success.
  • Rotting Surge (4 cursed energy, 6 blood points). Eso sends a wave of rotting blood surging towards his enemies. He creates a wave of blood that crashes in a 15-foot cone in front of himself. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, they take 3d8 bludgeoning damage and are poisoned for 1 minute. On a successful save, they take half as much damage and are not poisoned.
  • Blood Spit (2 cursed energy, 3 blood points). Eso spits corrosive blood at a creature within 20 feet. The target must make a DC 17 Dexterity saving throw. On a failed save, they take 2d6 bludgeoning damage, or half as much on a success.

BONUS ACTIONS

Martial Arts. When Eso uses his action to make an unarmed strike, as a bonus action he can make another one or a one-handed weapon attack.

Cursed Blast of Blows. After taking the Attack action on his turn, Eso can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Eso can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Eso can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

Decay (4 cursed energy). Eso can target a creature that has failed a saving throw against his Rot Technique or a feature from this technique has hit them in the last minute. He covers them in a floral pattern known to kill opponents in minutes. They must make a DC 17 Constitution saving throw at the beginning of their turns, receiving 3d8 acid type damage on failure and half that on success.

When targeted this way, the Rot Technique instead reduces a creature's maximum Hit Points by the damage it deals, at the end of a long rest the creature's maximum Hit Points return to normal. Eso must spend 2 Cursed Energy at the beginning of his turns to keep it active. This technique can only be deactivated if Eso falls unconscious or if he deactivates it at will.

Eso may target up to 3 creatures with this feature.

Wing King (10 cursed energy, 10 blood points). Eso forms his blood into two large wings gaining the following benefits for 1 minute:

  • Eso's wasp wings keep him above the ground, making him stay at least 10 feet above the ground for the duration.
  • Eso can move with your wings, granting you a +30 bonus to his movement speed and a climbing speed equal to his walking speed.
  • Eso can replace attacks in the Attack action to use any one of his offensive Blood Manipulation features instead.
  • Eso can take the Attack action using is blood membranes, making a melee cursed energy attack roll that deals damage from his Rot Technique features on a hit. Eso may substitute these attacks for his unarmed strikes.
  • When using Cursed Blast of Blows, Eso can instead attack with the membranes.
  • Eso's reach increases by 15 feet when using the membranes.
  • Eso gains advantage on Dexterity saving throws.

Eso cannot use this feature and the Decay feature at the same time.

Reconstructive Blood. Eso can use his blood as a method of reconstructing his own limbs. For an amount of Cursed Energy depending on the limb and an equal amount of blood points, Eso can recreate a lost limb by making a blood copy of it. It works exactly the same as the original, but every creature he touches or hits with it suffers from his Rot Technique feature. The limb lasts for 1 minute, after which it is destroyed.

Limb Cursed Energy Cost
Tiny Limbs(Ears, Fingers, Teeth) 2 cursed energy per limb
Medium Limbs(Arms, Legs) 4 cursed energy per limb

REACTIONS

Blood Shield (8 cursed energy, 6 blood points). Eso can create a protective barrier of his blood. When Eso is hit by a melee attack, he can form a shield of blood that absorbs damage equal to the total amount spent times 2. If the shield absorbs all damage, the attacker must make a Constitution saving throw. On a failure, they take 3d8 acid damage and are poisoned. On a success, they take half the damage and are not poisoned.

image-2024-11-29-224217338.png
Eso

Jujutsu Sorcerer.

Eso has 10 levels in the Jujutsu Sorcerer class.

Rot Technique

Blood Points. Eso's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Eso uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Eso may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique.

Blood Crystalization. Eso will gain resistance to acid damage when he activates his Cursed Armor, and is also able to spend Blood Points instead of Cursed Energy to activate it, spending 2 Blood Points per 1 Cursed Energy. When he deals damage with his Cursed Strikes or Curse-Empowered Strikes features, he may change it's damage type to acid. In addition, while his Cursed Energy Armor is activated his unarmed strike damage die tier is increased by 1.

Water Dilution. Eso's mastery over rot technique is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Blood Lance, Rotting Surge, Blood Spit, Blood Shield and Reconstructive Blood for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens.

Cursed Techniques.

When a feature refers to Eso's cursed techniques, it refers to Blood Lance, Rotting Surge, Blood Spit, Blood Shield, Decay, Rot Technique, Crimson Augment, Blood shield and Reconstructive Blood.

Eso's Feats.

Athlete History, Resilient, 50 Meters in 3 Seconds!, Strong Body, Human Wall

Immense Cursed Energy, Overflowing Cursed Energy,

Energy to Blood

Improved Durability.

This creature uses the Improved Durability rule.

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