Fujiwara Zenin (Jujutsu Kaisen Supplement)
Fujiwara Zenin[edit]
Medium humanoid (human), Armor Class 22 (Unarmored Defense)
Saving Throws Dex +12, Cha +14 Cursed Energy. Fujiwara has 124 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. At the beginning of his turns Fujiwara recovers 1 Cursed Energy. Endurance. When Fujiwara makes a Constitution saving throw, he takes half as much damage on a failure and no damage on success Cursed Armor. Fujiwara can spend up to 7 Cursed Energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Fujiwara can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Strong Body. Fujiwara reduces all damage he takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this, unless he is under the effects of Cursed Armor. Shikigami Battle Master. While Fujiwara is within 10 ft. of one of his shikigami, he may give yourself or one of his shikigami advantage on an attack. If he or any of his shikigami attack that same target during this turn they will also gain advantage on those attacks as well. In addition, his Action cost to control his shikigami is reduced by 1 (Action>Bonus Action>Free Action). Negative Flow + Focused Rage. Whenever Fujiwara is under the effects of the conditions frightened, berserked, bloodlusted, are under half of his maximum hit points, missing a limb or in an encounter that's total CR is higher than 20; he will gain 3 Temporary Cursed Energy at the start of his turn which cannot go above 31. Additionally he can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 7. When the circumstances required to gain Temporary Cursed Energy end, he can no longer concentrate on this. (This can be concentrated on even while under the bloodlust or berserk conditions) Incomplete Shadows. When Fujiwara summons a ten shadows shikigami, he can summon them in an unstable form, causing their maximum hit points to be halved and any damage it deals to be halved(rounded down) while in this form. In addition, while in this form their movement speed is reduced to 10ft, and their size can be increased by up to two sizes. While in their incomplete form, the action cost to command them is increased by 1. This form lasts 7 rounds or until he chooses to end it at any time (no action required). While in this unstable form any hit points lost or resources spent are only lost or spent until the unstable form ends, and if the shikigami dies in this unstable form, he retains the ability to summon it again. When incomplete shadows ends he may choose to immediately summon the shikigami in its normal form at the same location for no cursed energy cost. This cannot be used on Divergent Sila Divine General Mahoraga. Stronger Shadows. When Fujiwara summons a tamed Shikigami it starts with 7 Stronger Shadows counters. At the same time, he may spend up to 21 Cursed Energy to apply stronger shadows counters to the shikigami, for every 2 cursed energy spent the shikigami will gain a Stronger Shadows counter. Stronger Shadows counters applied this way will last for 7 hours, and while applied to a shikigami, he cannot apply more Stronger Shadows counters to the shikigami in this way, unless you remove the Stronger Counters counters applied this way (no action required). No matter from which source, a shikigami can only possess a maximum of 10 stronger shadows counters at any time. For each stronger shadows counter applied, the shikigami will gain the following benefits:
All sheets below this have 0 Stronger Shadows applied. Shikigami Maintenance. Fujiwara must maintain concentration to keep his shikigami summoned. He must make the saving throw for each shikigami he has summoned. Shikigami stored within his shadow do not count as being summoned for the purposes of this feature. For a saving throw to be required, the attack must have successfully reduced his actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When he fails the concentration saving throw he can spend 1 cursed energy to succeed instead. Shadow Storage. Fujiwara may store objects in an extra-dimensional space within his shadow. He may physically place something into his shadow, costing no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items on his shadow still count against his carrying capacity. His shikigami count as objects for the purpose of this feature. Shadow Merge. As a free action or during a short or long rest, Fujiwara can connect to the shadow of a creature within 120ft of him. Fujiwara can connect to the shadows of up to 6 creatures. Whenever he tries to connect to a new shadow after reaching the maximum, he will choose which shadow to lose his connection to. ACTIONSMultiattack. Fujiwara can make three attacks. Unarmed Strike.' Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (11) 1d12 + 5 bludgeoning damage + (6) 1d12 necrotic damage. Hollow Wicker Basket (5 Cursed Energy.) Fujiwara surrounds himself with a 15 ft. barrier for 1 minute. Within that radius, the sure-hit feature and sure-hit effect of a domain is negated and anyone of his choice inside of the barrier is unaffected. The barrier has 300 hitpoints, and at the start of his turn inside a domain it takes 3d12 force damage per 100 refinement the domain has. If at any point the barrier disappears or breaks anyone who was protected by it (including him) is immediately struck by the sure hit effect of the domain they’re inside of if they’re inside one. The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit features and effects. When he activates this barrier or as a free action while it is active he may choose to continuously maintain the barrier, requiring concentration but making the barrier no longer take damage at the start of his turn. To do so he must also have two free hands and while he is concentrating those hands are occupied. He must also continuously chant to concentrate on this feat, meaning he cannot activate anything that requires him to speak while concentrating unless he has some alternative way of speaking (such as a second mouth). If at any point he fails to meet either of these requirements the concentration ends, causing the barrier to immediately be affected by the sure hit effect. Basic Barrier (1-7 Cursed Energy.) Fujiwara creates a dome starting from himself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but he may choose to make it smaller if he wishes. This barrier has 70 hitpoints, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 21 and automatically fails saving throws. This barrier lasts 7 minutes. He can deactivate the barrier at will (no action required). Curtain (5 Cursed Energy.) Fujiwara covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere. The curtain lasts for 70 minutes. The curtain has 70 hitpoints, an AC of 21 and automatically fails saving throws. It is also immune to Poison and Psychic damage. He may choose to make your curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Excorcise. Fujiwara can automatically destroy a cursed spirit within 30 ft. of him that he can see that has a CR equal to or lower 3. Domain Expansion: Chimera Factory (23 Cursed Energy). Fujiwara opens his domain expansion. BONUS ACTIONSShadow Manipulation (1 Cursed Energy). Fujiwara may force a creature standing on darkness to make a DC 21 Dexterity (Acrobatics) check, they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside his domain then they automatically fail this check, unless they possess the ability to stand or run on liquids. On a success, they don't fall into his shadow storage. On a failure, they are trapped inside his shadow storage. Their weight counts against his carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Dexterity (Acrobatics check, they can attempt a Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft. Shadow Merge (1 Cursed Energy). Fujiwara may teleport behind the shadow of a creature he is connected to from up to 120 feet away. Also, if he has any of his shikigami summoned, he can spend 3 additional cursed energy to make one of them be teleported alongside him. Alternatively Fujiwara may sink into his or another creature whose shadow he is connected to. While inside the shadow, he is considered invisible and under total cover until he takes any type of action, which makes him leave the shadow within 5 feet of the creature. He is also removed from the shadow if the creature is knocked unconscious. HE can stay under a creature's shadow for up to your 7 hours. In case he utilizes this feature on a hostile creature, the creature makes a DC 21 Wisdom (Perception). On a success they know he is behind them, on a failure they will be surprised. If he was completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage. When Fujiwara spends Cursed Energy to summon his Shikigami, he can spend an extra 1 Cursed Energy to summon his Shikigami through the shadow of the creature he is in the shadow of. When summoned this way, he can command his Shikigami to take one action it is capable of. If it is an attack roll, the one action has advantage. And if it forces a saving throw, the target has disadvantage. Explosive Blow (8/10/14 Cursed Energy.) For 1 minute after Fujiwara performs this bonus action, the next unarmed strike or melee weapon attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If he receives damage from any source, you must make a Constitution saving throw against a DC of 10 or half the damage taken whichever is higher to keep concentrated. Alternatively, as a bonus action when he lands a melee attack, he may expend 10 Cursed Energy to add half of his damage dice (rounded down) to the damage roll of your attack. For 14 Cursed Energy as opposed to 8 or 10 cursed energy, the melee attack that he uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back 70 ft. in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of his attack’s damage roll instead. Ten Shadows Summon (10 Cursed Energy.) Fujiwara summons Ultimate Chimera Jujito. Alternatively, Fujiwara may summon Mahoraga and attempt to tame it. Martial Arts. Whenever Fujiwara makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, Fujiwara can make two unarmed strikes or two weapon attacks. Cursed Patient Defense (3 Cursed Energy). Fujiwara can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Fujiwara can take the dash or disengage action as a bonus action on his turn. Hollow Wicker Basket. Fujiwara uses his Hollow Wicker Basket. REACTIONSShadow Ridge (1 Cursed Energy). As a reaction against a melee attack roll, Fujiwara can force a creature within 10ft of him to make a DC 21 Dexterity saving throw with disadvantage. On a success, nothing happens, however on a failure the target has to roll the attack with disadvantage as their legs fall into their own shadow momentarily. He can only cause disadvantage against this save once per round. Hollow Wicker Basket. In response to being effected by the sure hit of a domain expansion or seeing one open, Fujiwara uses his Hollow Wicker Basket. Domain Expansion: Chimera Factory. In response to a domain opening Fujiwara opens his own to clash. |
Domain Expansion: Chimera FactoryFujiwara manifests a domain filled with liquid shadows, constantly merging and falling apart attempting to create Totalities. At the beginning of Fujiwara turns whilst inside the domain, he picks one location within the domain and rolls 1d20.
The sure hit of this domain is attacks by Failed Totalities and the Dexterity saving throw from rolling a 5-10. All Failed Totalities disappear on a long rest.
Fujiwaras domain refinement points are 700. Domain Durability. His domain has 1400 hit points. Enhanced Technique Efficiency. While inside his domain, Fujiwara may use his Lapse techniques for 0 Cursed Energy and he can now reduce the Cursed Energy cost of his Extension techniques by 3 to a minimum of 1. Increased Potency. While inside his domain, Fujiwaras Cursed Techniques and Domain Damage have 7 additional damage dice and gain a +5 bonus to their DCs and a +5 bonus to hit. Lasting Domain. Fujiwaras domain lasts for 2 minutes. 0.2 Domain Expansion. As a part of opening his Domain Fujiwara may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way. Efficient Expansions. Fujiwara only gains 1 level of exhaustion after his domain is over and the DC to use his Technique while in Burnout is reduced to 25. Barrier Properties
Jujutsu Sorcerer. Fujiwara has 20 levels in the Jujutsu Sorcerer class.
Design Note: These features are applied to the stablock and their costs and damage dice have been changed accordingly Fujiwara knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
At the end of a short rest or long rest, Fujiwara may reallocate his enhancements.
Design Note: This feature is applied to the statblock One of Fujiwara's cursed techniques will gain all of the following benefits: Increased Damage Output. Its damage dice number will increase by 10. Increased Reach. Its range will increase by 30 feet. Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1). Applied to Shikigami Summoning. Cursed Techniques. When a feature refers to Fujiwara's cursed techniques, it refers to Ten Shadows Summon. Feats. Fujiwaras feats are: Basic Barrier, Hollow Wicker Basket, Domain Expansion. Immense Cursed Energy, Overflowing Cursed Energy, Negative Flow, Focused Rage. Improved Durability. This creature uses the Improved Durability rule. |
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Ultimate Chimera Juujito[edit]
Huge monstrosity (shikigami), unaligned Armor Class 27 (natural armor)
Saving Throws Str +19, Dex +19, Con +19, Wis +15, Cha +19 Invisible Force. Ultimate Chimera Juujito 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. Ultimate Chimera Juujito has 100 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Juujito'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 and the Overflowing Cursed Energy, this pool can instead be calculated as double its summoner's level, + its charisma modifier times 6, + its summoner's proficiency bonus, if that results in a greater pool. Improved Cursed Energy Recovery. Ultimate Chimera Juujito recovers 3 cursed energy at the beginning of its turns. Reverse Cursed Technique Pool. Juujito has a healing pool of 2900 that it can use utilizing his Reverse Cursed Technique. It can heal this way until the pool ends which is when it enters burnout. Its reverse cursed technique pool replenishes at the end of a long rest. Additionally, Juujito may try to force its reverse cursed technique to come out despite being in burnout, forcing itself to make a DC 20 Constitution saving throw. On a success, it regains or heals half as much as it normally would. Juujito's reverse cursed technique pool can be replaced by its summoner's level, multiplied by its charisma modifier, multiplied by 10, if that results in a greater pool. Sneak Attack. Once per turn when Juujito has advantage on an attack roll, the attack deals two additional damage dice. Juujito doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Juujito doesn’t have disadvantage on the attack roll. Realistic Weight. When Juujito falls to the ground, if it falls on any creatures they must succeed on a DC 22 Constitution saving throw, taking (5) 1d10 bludgeoning damage for every 10 feet it fell, maximum (138) 25d10, and be knocked prone on a failure or half as much on a success. Pounce + Trampling Charge. If Juujito moves at least 20 ft. straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on two DC 27 Strength saving throws. If it fails a save it will be knocked prone and Juujito can use a bonus action to make one unarmed strike against the creature per save failed. Battering Ram. When Juujito hits a target with a melee weapon attack, it deals an additional 1d12 damage for every 10 feet traveled up to a maximum of 100 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from Juujito for every d12 of damage it took to a maximum of 100 feet. Support Carry. When Juujito has a large sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in it's mouth. While support carrying Juujito can only move. Pack Tactics. Juujito has advantage on an attack roll against a creature if at least one of the Juujito's allies is within 5 feet of the creature and the ally isn't incapacitated. Shadow Burrow. Juujito can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig. Keen Hearing, Sight and Smell. Juujito has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell. Legendary Resistance (3/Day). If Juujito fails a saving throw, it can choose to succeed instead. Natural Camouflage. Juujito has advantage on Dexterity (Stealth) checks made to hide. Flyby. Juujito doesn't provoke an opportunity attack when it flies out of an enemy's reach. Sprint. Once per turn, Juujito can move ten times its normal speed (1500 feet). Strong Leap. Juujito's jump distance and height is quadrupled. Amphibous. Juujito can breathe air and water. Cursed Weapons. Juujito's weapon attacks are magical. ACTIONSMultiattack. Ultimate Chimera Juujito makes four unarmed strikes. Combo (Recharge 6.) Ultimate Chimera Juujito picks four actions from Bite, Tongue, Chimera Rabbit, Lightning Charge, Lightning Unarmed Strike, Poisonous Constrict and Water Blast and performs them, it cannot pick the same action twice. Certain actions have additional effects when comboed this way.
Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 65 (10d10 + 10) bludgeoning damage. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 75 (10d12 + 10) piercing damage. If this attack hits the creatures arm or leg, the creature must make a DC 20 Strength saving throw, on a failure Juujito tears off the limb that was hit. If the creature has a Jujutsu Sorcerer level/CR greater than 14, they make this save with advantage. Tongue. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 55 (7d12 + 10) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 27. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and Juujito can't make tongue attacks against different targets. After the creature is grappled or at the beginning of it's turns, Juujito may choose to either slam, swallow or partially swallow the creature.
If Juujito dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The creature may make a DC 27 Strength or Dexterity check to escape the grapple as an action. Chimera Rabbit (1 Cursed Energy.) Juujito creates a Chimera Rabbit within 30 ft. of it. Juujito may have up to 9 Chimera Rabbits summoned at once. All Chimera Rabbits are killed/desummoned when Juujito is killed/desummoned. Lightning Charge (5 Cursed Energy). Juujito punches towards a target within 30 feet of it with its fists, launching lightning in their direction. The target must make a DC 27 Dexterity saving throw, taking 40 (8d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a Constitution saving throw at the beginning of its turns, on a success it will end the condition early. Lighting Unarmed Strike (3 Cursed Energy.) Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 65 (10d10 + 10) bludgeoning damage + 45 (10d8) lightning damage. The target must make a DC 27 Constitution saving throw or be stunned until the beginning of Juujitos next turn. Poisonous Constrict. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 62 (8d12 + 10) bludgeoning damage. Juujitos snake tail wraps around a creature whilst poisonous teeth stick out from the snakes scales and bite into them. The creature must make a DC 27 Strength saving throw or be grappled, whilst grappled, at the start of its turns, the creature must make a DC 27 Constitution saving throw or take 35 (10d6) piercing damage and become poisoned. Juujito may only have one creature grappled this way at a time. Water Blast. Ranged Weapon Attack: +19 to hit, range 30/60 ft., one target. Hit: 88 (12d12 + 10) bludgeoning damage. Additionally, every creature in a 30 ft. cone in the direction of the attack must make a DC 27 Constitution saving throw. On a failure they take 32 (5d12) bludgeoning damage and are knocked prone. On a success they take half as much damage and are not knocked prone. Reverse Cursed Technique. Juujito touches another creature, spending cursed energy to heal them with its reverse cursed technique. The target regains 10 hit points per 1 cursed energy spent. Each hit point healed reduces Juujitos Reverse Cursed Technique pool accordingly. BONUS ACTIONSEnhanced Dexterity. Juujito can take the Disengage, Dodge or Hide action. Curse of Mourning. Juujito can curse a creature within 60 ft with the Curse of Mourning. The target must make a Charisma saving throw (DC 27). On a failure, saving throws and attack rolls are reduced by a dice roll. This dice roll depends on the Charisma modifier of the Ten Shadows user who summoned Juujito. If the user has a +1 Charisma modifier the dice is 1d4. For every +1 the dice increases by another tier (1d4>1d6>1d8...). This has a maximum of up to 1d12. This lasts for 1 minute and a creature can remake the save at the end of their turns. On a success, the target is not affected. REACTIONSTongue Grab. When an ally within 40 feet of Juujito would make a saving throw or take damage, Juujito can reach out and grab the ally out of harms way, pulling them next to the its space. Causing the attack to miss or all damage/effects to be avoided so long as Juujito is outside the area of effect. Projectile Intercept. When a ranged attack targets itself, an ally or the summoner within 60 feet, Juujito can intercept the attack with its tongue. It makes a contested melee attack roll against the attack roll. If Juujito's roll is higher, it catches the projectile with its tongue and can either drop it or hold onto it. This cannot be used against Cursed Energy attacks. The attack must be a projectile. Offensive Protection. When Juujito's master is within 30 ft. of it and is targeted by a melee weapon attack, it rushes towards them, adding a +2 bonus to its master's AC and making an unarmed strike against the attacker. Supportive Protection. When Juujito's master is within 30 ft. of it and is targeted by a melee weapon attack, it rushes towards them, adding a +2 bonus to its master's AC and using its Reverse Cursed Energy on them if it still has any left. Neutralize Energy. Juujito selects one spell, active cursed energy effect or Cursed Technique within 10 ft. that costs less than 20 Cursed Energy before reductions, and then attempts to cancel the effect with positive energy. Juujito must pay cursed energy equal to double the level of the spell, or if it is a cursed technique, spend an amount of cursed energy equal to the full cost of the technique used before cost reductions, after which the effect is dispelled/neutralized. Juujito can choose to save on Cursed Energy by spending half of the normal cost. In that case, the caster or user of the spell or innate technique must make a DC 27 Spellcasting or Cursed Energy ability check (either Charisma or Intelligence for a Jujutsu Sorcerer). On a failed check, the spell or technique is negated. Neutralize energy only works on cursed energy effects that require an active flow of cursed energy within them, such as Liquid Metal from the Construction technique. This does not affect Cursed Energy Enhancements. Reverse Cursed Technique In response to taking damage, Juujito uses the Reverse Cursed Technique, spending cursed energy to heal itself. Juujito regains 20 hit points per 1 cursed energy spent. Each hit point healed reduces the Juujito's Reverse Cursed Technique pool accordingly. LEGENDARY ACTIONSThe Chimera 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 Chimera regains spent legendary actions at the start of its turn. Attack. Juujito makes one unarmed strike. |
Ultimate Chimera Juujito has the following feats Improved Reverse Cursed Technique Improved Durability. This creature uses the Improved Durability rule. |
Chimera Rabbit[edit]
Tiny monstrosity (shikigami), unaligned Armor Class 19 (natural armor)
Saving Throws Str +8, Dex +10 Invisible Force. The Chimera Rabbit 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. The Chimera Rabbit has 20 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. The Chimera Rabbits Cursed Energy can instead be replaced with double Juujitos summoner's level, + its charisma modifier, if that results in a greater pool. If Juujitos summoner has the Immense Cursed Energy feat, this pool can instead be calculated as Juujitos summoner's level, + its charisma modifier times 2, + Juujitos summoner's proficiency bonus, if that results in a greater pool. Cursed Energy Recovery. The Chimera Rabbit recovers 1 cursed energy at the beginning of its turns. Cursed Weapons. The Chimera Rabbits weapon attacks are magical. Stronger Shadows. The Chimera Rabbit receives Stronger Shadows counters equal to half the Stronger Shadows counters Ultimate Chimera Juujito had when creating it (rounded down). It cannot recieve Stronger Shadows counters from any other source. ACTIONSMultiattack. The Chimera Rabbit makes two kick attacks. Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. Chimera Feature. When the Chimera Rabbit is created, it gains a feature from a random shikigami in the Totality that created it. Roll 1d8, it gains the corresponding feature.
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A rabbit with the powers of other shikigami created by a Totality with Rabbit Escape. Improved Durability. This creature uses the Improved Durability rule. |
Failed Totality[edit]
Medium monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Saving Throws Str +7, Dex +2 Invisible Force. The Failed Totality 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 Weapons. The Failed Totalities weapon attacks are magical. Unstable. The Failed Totality may only receive Stronger Shadows counters from Shikigami Reserve, the number of Stronger Shadows counters the Failed Totality receives is halved (rounded up) and it cannot have more than 5 Stronger Shadows counters at a time. Mindless. The Failed Totality cannot be commanded, it will instead automatically move towards and make Slam attacks against the nearest creature that is hostile towards its master. ACTIONSMultiattack. The Failed Totality makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.
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A mass of shadows combined together by the Chimera Factory domain in an attempt to create a Totality. Improved Durability. This creature uses the Improved Durability rule. |