Exodia, the Forbidden One, Unsealed (Jujutsu Kaisen Supplement)
Exodia, the Forbidden One (Unsealed)[edit]
Large-Gargantuan (Duelist can choose it's size upon summoning) shikigami, unaligned Armor Class 27 (natural armor)
Saving Throws Str +18, Con +18 Cursed Energy. Exodia has 80 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. Improved Cursed Energy Recovery. Exodia regains 3 cursed energy at the beginning of it's turns in combat. Invisible Force. Exodia, the Forbidden One 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. Colossal Physique. Exodia gains the following benefits.
Heavy Finisher. Once per round as part of hitting an melee attack, Exodia can spend up to 10 cursed energy make it's target make a DC 25 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown back (200 + 20 x the amount of energy spent) ft. 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 DC 25 Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. Exodia can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, Exodia can spend up to 10 cursed energy to force it's target to make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per 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 your next turn. If they fail by 5 or more, they are also confused until the beginning of it's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Supportive Chanting. The Duelist can use an action to chant “Exodia, Obliterate” to apply the effects of the chanting feat to Exodia’s Obliterate attack. This can be used even if they do not possess the feat but cannot be used multiple times on the same attack or for complex chanting. Brawn/Endurance. Whenever Exodia makes a Strength or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Protector's Stance. Exodia gains one additional reaction it can only use for it's Protector's Stance reaction. Regeneration. Exodia regains 50 hit points at the start of its turn if it has at least 1 hit point. Legendary Resistance (3/Day). If Exodia fails a saving throw, it can choose to succeed instead. Magical Weapons. Exodia, the Forbidden One's attacks are considered magical. ACTIONSMultiattack. Exodia, the Forbidden One makes four unarmed strikes. Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft. (10 ft. if huge, 30 ft. if gargantuan.), one target. Hit: 55 (7d12 + 10) bludgeoning damage. Obliterate (10 Cursed Energy.) Exodia fires out a powerful wave of Cursed Energy. It forces every creature in a 100 ft. cone to make a Charisma saving throw against Exodia's Cursed DC. On a failure they take 227 (35d12) necrotic damage. On a success they take half as much. Additionally if the creature is one that is permanently being controlled (e.g a shikigami or cursed spirit under cursed spirit manipulation) they will be instantly killed if they fail the save. If the creature has a higher CR than Exodia, this effect only works when they are below 1/2 their maximum hitpoints. BONUS ACTIONSProtector's Stance (1-10 Cursed Energy.) For one minute duration, Exodia gains a damage reduction equal to double the amount spent, and it's movement speed is halved. REACTIONSRegeneration. When receiving damage from any source, Exodia may regain hit points equal to it's regeneration feature. Protector's Stance. Whenever Exodia gets hit by a melee attack, whilst in it's Protector's Stance it can make a melee attack against the attacker. Obliterate (10 Cursed Energy.) As a reaction to Uzumaki being used, Exodia may use Obliterate to destroy all the Cursed Spirits in the Uzumaki. The CSM user must make the Charisma saving throw for Obliterate. On a failure, in addition to taking Obliterate's damage, all the curses in the Uzumaki are destroyed before they can reach their targets and deal damage. LEGENDARY ACTIONSThe Shikigami 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 Shikigami regains spent legendary actions at the start of its turn. Attack. Exodia makes one unarmed strike. |
Feats. Exodia's Feats are: |
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