Ganesha (Jujutsu Kaisen Supplement)

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Ganesha[edit]

Gargantuan undead (Cursed Spirit), chaotic evil


Armor Class 31 (27 if at 0 cursed energy) (natural armor)
Hit Points 1275 (50d12 + 950)
Speed 80 ft, fly 40 ft


STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 26 (+8) 12 (+1) 14 (+2) 26 (+8)

Saving Throws Str +17, Con +16, Cha +16
Skills Arcana +9, Athletics +17, Intimidation +16, Perception +18, Religion +9
Damage Vulnerabilities Radiant
Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Stunned, restrained
Senses Darkvision 160 ft., passive Perception 28
Languages all, telepathy 150 ft.
Challenge 25 (75,000 XP)


Cursed Energy. Ganesha has 154 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 Wisdom saving throw (DC 24). 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.

Brawn/Endurance. Whenever Ganesha makes a Strength or 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 gore attack, the creature must succeed on a Strength saving throw (DC 25) or be knocked Prone. On a failed save, Ganesha can make a bonus action stomp attack.

Divine Manipulation. Ganesha has an additional Action and Reaction each turn that may only be used to activate its cursed technique.

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 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 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)

Cursed Strikes. Before making an unarmed strike or Stomp attack, Ganesha may spend up to 8 Cursed Energy, adding 1d8 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.

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.

Cursed Energy Reinforcement.

  • When Ganesha makes a Strength, Dexterity or Constitution ability check, it may add its Charisma modifier to it.
  • When calculating its jump distance and height, it may add its Charisma score when calculating distance and modifier when calculating height. Additionally its jump distance and height are doubled.

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:

  • The feature’s number of damage dice increases by 4. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 45 ft.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 9 rounds.

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.

ACTIONS

Multiattack. Ganesha makes three Stomp 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).

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(10 Cursed Energy) All hostile creatures within 120 feet must make a Charisma saving throw (DC 24). On a failure, they are subjected to Ganesha's Concept Manipulation. On a success, they are unaffected.

Concept Manipulation. Creatures under the control of Ganesha’s concept manipulation are restrained and can be moved 20 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 10d8 force damage and 10d8 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 concept manipulation. 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 their concept manipulation, they can make two creatures collide. This deals 2d8 force damage and 2d8 bludgeoning damage per 10 feet traveled.

As an action, Ganesha can rapidly move around a selected creature. This causes them to move 40 feet, in a chosen direction, immediately. If they encounter an obstacle while moving, they take 20d8 force damage and 20d8 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.

As a full turn action, they may choose one single creature affected by concept manipulation. This creature must make a Charisma saving throw (DC 24). On a failure, its cursed technique or spellcasting is removed as an “obstacle.” It remains this way until it successfully escapes concept manipulation and it uses a bonus action to make the Charisma saving throw again.

Rift(6 Cursed Energy). Ganesha may use concept manipulation in the space in front of them to open up a rift to a point it knows as if casting the gate spell.

BONUS ACTIONS

Advanced 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.

Spatial Distortion. While concept manipulation is active, Ganesha may cause all creatures currently affected by it to take 20d8 force damage, as they are crushed by the concept manipulations spatial distortion. This may be changed to any damage type except radiant.

REACTIONS

Advanced 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 Cursed Energy up to its Charisma modifier 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.

Rift Jump 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 120 feet, potentially causing the attack to miss.

LEGENDARY ACTIONS

The 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.

Rift Jump Ganesha teleports up to its movement speed without provoking opportunity attacks.

Gravity Crush Ganesha forces a creature in its line of sight to make a Charisma saving throw (DC 24). On a failure, the creature is completely crushed to the ground, taking 10d8 force damage and gaining the Prone condition.

Asian_God_Curse.png
Ganehsa, a Cursed Spirit Special Grade[[1]]

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.

Jujutsu Sorcerer

Ganesha has 20 levels in the jujutsu sorcerer class.

Curse Biology Traits

When a feature refers to Ganesha's curse biology, it refers to Trampling Charge, Divine Manipulation, and Fortuitous Curse.

Cursed Technique: Concept Manipulation

Ganesha has the concept manipulation cursed technique. The following is part of Ganesha’s cursed technique:

Actions. Obstacle Removal, Concept Manipulation, Rift.

Bonus Actions. Spatial Distortion.

Reactions. Rift Jump.

Legendary Actions. Rift Jump, Gravity Crush.

Feats

Special Grade Curse Spirit.

Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient (x2), Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Taijutsu Sorcery.

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Concealer.

Cursed Energy Manipulatior, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output.

Improved Durability.

This creature uses the Improved Durability rule.

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