Ganesha (Jujutsu Kaisen Supplement)
Ganesha[edit]
Gargantuan undead (Cursed Spirit), chaotic evil Armor Class 31 (27 if at 0 cursed energy) (natural armor)
Saving Throws Str +17, Con +16, Cha +17 Cursed Energy. Ganesha has 176 cursed energy. All of its cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. Ganesha regains 4 cursed energy at the beginning of each of its turns. Famous Name. Ganesha's notorious name invokes fear in the hearts of creatures. At the start of combat, Ganesha can force all hostile creatures to make a DC 27 Wisdom saving throw. On a failure, the creature is frightened of Ganesha. They can repeat the saving throw at the beginning of their turns to end the frightened condition. On a success, they become immune to this effect for 24 hours. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Ganesha. 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. Hard to Kill(2/Long Rest). If Ganesha is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill him outright. It may recharge one use of this over the course of a short rest. Sadism. When Ganesha deals damage to a frightened creature, half of the damage dealt is converted into temporary hit points for Ganesha. Undead Nature. Ganesha has advantage on saving throws against disease and being poisoned. Cursed Attacks. Ganesha's attacks are magical. Curse Resistance. The curse has advantage on saving throws against spells, cursed techniques, and other magical/cursed energy effects. Endurance. Whenever Ganesha makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Secondary Arms. Ganesha counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it have these secondary arms. It can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using its arms has its damage die reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, it may reduce the action cost of a technique feature by 1. Fearsome Appearance. Ganesha gains advantage on all checks and saves to resist the frightened or charmed conditions. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation. It cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw. Superior Musculature. Ganesha have advantage on all Strength-based ability checks and saving throws, and its capacities are tripled. Additionally its jump distance is doubled, and it have advantage on Strength (Athletics) checks made to jump or climb. Improved Body Functions. All radiant damage that Ganesha receives is reduced by 29. Trampling Charge. If Ganesha moves at least 20 feet in a straight line toward a creature and then hits it with a Tusks attack, the creature must succeed on a DC 27 Strength saving throw or be knocked Prone. On a failed save, Ganesha can make a bonus action stomp attack. Divine Manipulation. Ganesha has three additional Actions, Bonus Actions, and Reactions each turn that may only be used to activate its cursed technique. Divine Providence. Ganesha has the range and radius of its cursed technique quadrupled (already applied). Additionally, whenever Ganesha uses part of its cursed technique that teleports something, it may spend an additional 20 Cursed Energy to move it to a point it knows of instead of the technique’s normal range. Fortuitous Curse. When Ganesha rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die. It must use the new result, even if it is a 1. Cursed Armor. Ganesha can spend up to 9 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute. Ganesha can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0 (No action required). Ganesha gains damage resistance to 2 damage types when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to itself using Cursed Armor. While its cursed armor is active, it regains 16 temporary hit points at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor it can have. Cursed Strikes. Before making an unarmed strike, Trunk, Tusks, or Stomp attack, Ganesha may spend up to 8 Cursed Energy, adding 2d8 Necrotic damage to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Ganesha hits a target or 1 minute passes. Ganesha’s cursed strikes also deal an additional 10 damage. This bonus can be doubled by spending 4 Cursed Energy. Curse-Empowered Strikes. Ganesha’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included). Cursed Energy Concealer. While both Ganesha and its Cursed Energy are hidden, the benefit of being an Unseen Attacker also extends to its saving throws, forcing any creatures affected to roll their saving throw with disadvantage. Otherwordly Efficiency. Every time Ganesha spends cursed energy in a feature it counts as if it has spent twice as much, however the maximum amount it can reach remains the same. Additionally, Ganesha reduces all cursed energy he spends by 8 (to a minimum of 1). Master of Manipulation. When Ganesha uses any features that use cursed energy, it may choose for their action cost to be reduced by 1(full round action->action->bonus action->free action->it gains one additional free action just for using said feature). If this would reduce the action cost of a reaction, it gains 1 additional reaction only for using said reaction. Additionally, Ganesha can spend up to 9 cursed energy whenever it's using a cursed energy feature to increase its DC by the amount spent. Flawless Fundamentals. Ganesha reduces the cost of all cursed energy features by 16. If one of Ganesha’s class features is reduced by double its original cost, the feature’s cost instead becomes 0. This feature’s cost can be treated as 0 up to 18 times per long rest. Cursed Energy Reinforcement.
Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Ganesha can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Legendary Cursed Energy Output. If Ganesha uses the Improved Cursed Energy Output and uses either Maximum Output or Chanting on a feature, its total cursed energy cost will now be reduced by 12. This cursed energy reduction does not apply for the purposes of the Flawless Fundamentals feat. Divine Cursed Energy Output. As apart of any feature that uses cursed energy, Ganesha can expend 8 cursed energy to drastically alter its functions as part of the same action it uses the feature with. If the feature was a Cursed Energy Attack roll, the target of its attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, Ganesha may change the saving throw to another depending on its original save. The changes are the following below:
Finally, when Ganesha amplifies a feature using cursed energy output with Improved Cursed Energy Output then it can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1). Colossal Physique. Ganesha can add it's proficiency bonus to all Strength checks even if it was already adding it before, Ganesha may also give itself advantage on a Strength check or saving throw up to 8 times per long rest. Strong Body. Ganesha reduces all non-magic damage it takes but psychic by 8. This also affects magical damage if it is using cursed armor. Taijutsu Sorcery. Once per turn, Ganesha can make an unarmed strike with advantage. If it already had advantage on an unarmed strike, it raises the critical hit range for the attack by 1. Legendary Resistance (3/Day). If Ganesha fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. Ganesha makes three Stomp, Trunk, Tusks, or Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage + 17 (2d12+4) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +17 to hit and the Necrotic damage decreases to 13 (2d12). Trunk. Melee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage + 17 (2d12+4) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +17 to hit and the Necrotic damage decreases to 13 (2d12). Tusks. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage + 17 (2d12+4) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +17 to hit and the Necrotic damage decreases to 13 (2d12). Additionally after Ganesha lands an attack using its tusks, it may forgo its ability modifier from the damage roll to attempt a grapple or shove against the creature it attacked as apart of the same action. Stomp. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 9) bludgeoning damage + 17 (2d12+4) necrotic damage. If Ganesha has 0 Cursed Energy, it instead has a +17 to hit and the Necrotic damage decreases to 13 (2d12). Obstacle Removal (1+ Cursed Energy) As an action, Ganesha is able to remove an object that is standing in its way. The cost of this feature depends on the size of what Ganesha is attempting to remove. The costs can be found in the following table:
Whenever Ganesha removes an object, it is teleported out of its way. When you use this feature to remove a structure or object, you must choose a point within 600 feet of where it originally was located to reappear. In order to remove large structures, Ganesha must use an action for every turn in a minute. It may spend additional actions each turn to lower the amount of time needed, with every action spent reducing the time by 6 seconds or 1 round. If Ganesha completes the full minute of actions, then it can spend the corresponding cursed energy to remove the structure:
Ganesha must maintain concentration during the minute it is using this feature. Also, when removing a structure, it is teleported in the same way as objects detailed above. Ganesha is also able to spend more time in order to lower the amount of cursed energy needed. It may spend an additional minute worth of actions when using this feature. For every extra minute added the cost is reduced by 5 cursed energy. It must also maintain concentration during these extra minutes. Creature Removal (1+ Cursed Energy) As an action, Ganesha can force up to 9 creatures within a 400 foot radius of itself to make a DC 27 Charisma saving throw. On a failure, each creature is removed and teleported 600 feet away. On a success, they are not affected. The cursed energy cost can be found below:
Technique Removal (12 Cursed Energy) As a full turn action, Ganesha may attempt to entangle concepts into a creature’s technique. One creature within a 400 foot radius of its choice, must make a DC 27 Charisma saving throw. On a failure, the target’s innate technique is removed for 2 minute. On a success, they are unaffected. Creatures can repeat the Charisma saving throw at the beginning of their turns to regain their innate technique. Complicated techniques that have concepts that cannot be contained semantically or pragmatically, such as Star Rage, cannot be removed. What techniques that are too complicated to be removed are determined by the DM. Unfortunately, manipulating concepts is a process that is incredibly intensive on the brain. At the end of Ganesha’s turns while Technique Removal is active, it must make an Arcana check with advantage against a DC of the respective creature’s level or CR. For every check that it fails, it takes xd6 Psychic damage. X=that respective creature’s level or CR. This damage dealt to it ignores Resistance, Immunity, and cannot be reduced in any way. Distance Removal (10 Cursed Energy) As a full turn action, Ganesha can open a Rift to a point it knows as if it were casting the Gate spell. Condition Removal (8 Cursed Energy). As an action, Ganesha can remove a condition affecting itself or another creature within 240 feet of itself. Offensive Obstacle Removal (1+ Cursed Energy) All hostile creatures and any objects of your choice within 240 feet must make a DC 27 Charisma saving throw. On a failure, they are subjected to Ganesha's Absolute Obstacle Control. On a success, they are unaffected. The Cursed Energy cost is equal to the size of the largest creature affected on the Creature Removal Table Absolute Obstacle Control. Creatures under the control of Ganesha’s concept manipulation are restrained and can be moved 80 feet in any direction that Ganesha chooses at the beginning of their turns. Ganesha can move a creature to be pinned up against a wall or ceiling. If this happens the creature takes 55 (10d10) force damage and 55 (10d10) bludgeoning damage at the start of a turn while pinned. This damage repeats until the ceiling or wall breaks. Ganesha can also choose not to move a creature and instead let it fall. The damage dice for falling like this is a d8 and the damage is considered magical. Creatures who have flight capabilities will still take this fall damage if it is under Ganesha’s Absolute Obstacle Control. Creatures under Ganesha’s control can repeat the Charisma saving throw at the end of their turns. As a bonus action, while Ganesha is using its Absolute Obstacle Control, it can make two creatures collide. This deals 2d10 force damage and 2d10 bludgeoning damage per 10 feet traveled. As an action, Ganesha can rapidly move around a selected creature. This causes them to move 160 feet, in a chosen direction, immediately. If they encounter an obstacle while moving, they take 110 (20d10) force damage and 110 (20d10) bludgeoning damage. After taking this damage a creature is pinned until the obstacle breaks, taking the damage at the start of their turns until it breaks. BONUS ACTIONSAdvanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows. Immediately after taking the Attack action on their turn, Ganesha can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Ganesha can spend 3 Cursed Energy to take the Dodge action as a bonus action on it's turn. Cursed Wind Step. Ganesha can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on it's turn, and it's jump distance is doubled until the end of Ganesha's turn. Cursed Energy Concealer. Ganesha may Hide as a Bonus Action by making a Stealth check. For the next 10 minutes, wherever it passes through it will not leave its cursed energy tracks behind carelessly, so any person that tries to track or sense its remains will need to be successful on a contested check against what it rolled + its Charisma modifier, if they have any ability or feature that would allow them to track its energy, and if not they can't track you at all. Self Removal (6 Cursed Energy). As a bonus action, Ganesha is able to target itself with its technique to teleport 600 feet. Obstacle Destruction. While Absolute Obstacle Control is active, Ganesha may cause all creatures currently affected by it to take 110 (20d10) force damage, as they are crushed by the concept manipulations spatial distortion. This may be changed to any damage type except radiant. Maximum Output. Ganesha can spend Cursed Energy equal to twice the original cost of one of its cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:
REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration. Cursed Enhanced Body. Whenever Ganesha makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend 10 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw. Human Wall (8/long rest). Upon hitting 0 hit points, Ganesha can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. Taijutsu Sorcery. After taking the Attack Action on its turn, Ganesha may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against it, it may make 1 Melee attack against a creature within range. Rapid Distance Removal As a reaction to an attack roll or saving throw effect against itself or any creatures within 5 feet of it, ganesha may teleport itself and any creatures within 5 feet of its choice anywhere within 600 feet, potentially causing the attack to miss. Defensive Removal. As a reaction to Ganesha or a creature within 120 feet of it being targeted by an innate technique, it can spend an amount of cursed energy equal to the original cost of the innate technique before reductions, to attempt to remove the innate technique. The cost of this technique cannot be reduced other than with Flawless Fundamentals. It must make a Charisma saving throw with the DC being equal to the DC or the attack roll of the innate technique it is removing. On a success, it is nullified. On a failure it is unaffected. Additionally, this can be used as an action on an ongoing effect. Paying the same cost as above and making the same save. LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Attack. Ganesha makes a Stomp attack. Distance Removal Ganesha teleports up to its movement speed without provoking opportunity attacks. Creature Removal Ganesha uses its Creature Removal. Gravity Crush (2 Actions) Ganesha forces a creature in its line of sight to make a DC 27 Charisma saving throw. On a failure, the creature is completely crushed to the ground, taking 55 (10d10) force damage and gaining the Prone condition. Offensive Obstacle Removal (3 Actions) Ganesha uses its Offensive Obstacle Removal. |
Ganesha is one of the 16 special-grade curses cataloged by the world. It is a foreign curse. Kenjaku used it to get rid of his "obstacles" at the White House. Ganesha has 20 levels in the jujutsu sorcerer class.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Ganesha knows three enhancements in which it 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, Ganesha may reallocate its enhancements.
Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc One of Ganesha's cursed techniques will gain all of the following benefits: Increased Damage Output. Its damage dice number will increase by 9. Increased Reach. Its range will increase by 30 feet. Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1). Ganesha may change its specialized technique at the end of a week. Domain Expansion: Shrine of the Great GodDesign Note: This sheet is being calculated as if Ganesha doesn’t have a domain expansion, as in line with canon. However, if a DM wishes to increase the difficulty of an encounter, feel free to use this noncanon domain expansion. When Ganesha activates its domain, it instantly traps all creatures that it chooses within range inside a barrier with a radius of 165 ft. The domain itself is a shrine dedicated to Ganesha. While inside the domain, every creature of Ganesha’s caught in the Domain Expansion must attempt an DC 27 Charisma saving throw at the beginning of their turns. On a failure, they become affected by Concept Manipulation for 1 minute. On a success, they take 110 (20d10) force damage and 110 (20d10) bludgeoning damage. At the end of every minute, the creature can repeat this saving throw, ending these effects on a success. The Charisma save and its effect caused by this domain are the sure hit effect of this domain. Refinement Points. Ganesha's domain refiniment points are 400. Domain Durability. Its domain has 1200 hit points. Technique Efficiency. While inside of its Domain, Ganesha may use its cursed technique for 0 Cursed Energy. Increased Potency. While inside its domain, Ganesha's cursed techniques deal 9 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit.
When a feature refers to Ganesha's curse biology, it refers to Trampling Charge, Divine Manipulation, Divine Providence, and Fortuitous Curse.
Ganesha has the concept manipulation cursed technique. The following is part of Ganesha’s cursed technique: Actions. Obstacle Removal, Creature Removal, Distance Removal, Technique Removal, Condition Removal, Offensive Obstacle Removal, Absolute Obstacle Control. Bonus Actions. Self Removal, Spatial Distortion. Reactions. Rapid Distance Removal, Defensive Removal. Legendary Actions. Creature Removal, Distance Removal, Gravity Crush, Offensive Obstacle Removal.
Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient (x2), Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Concealer. Cursed Energy Manipulatior, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Flawless Fundamentals. Improved Durability. This creature uses the Improved Durability rule. |
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