Hanami (Jujutsu Kaisen Supplement)

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Hanami[edit]

Medium undead (Cused Spirit), lawful evil


Armor Class 24 (Unarmored Defense)
Hit Points 780 (40d12 + 520)
Speed 90 ft


STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 26 (+8) 14 (+2) 18 (+4) 26 (+8)

Saving Throws Dex +14, Con +16, Cha +16
Skills Acrobatics +14, Athletics +15, Nature +18, Perception +12, Stealth +14
Proficiency Bonus +8
Damage Vulnerabilities radiant
Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 20
Languages common
Challenge 22 (41,000 XP)


Cursed Energy. Hanami has 82 cursed energy it can spend. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Strike. When Hanami makes an unarmed strike, it may spend up to 6 cursed energy, dealing an additional 1d8 necrotic damage per point spent.

Cursed Energy Recovery. While in combat, Hanami regains 4 Cursed Energy per turn, up to their maximum. The combat must be one where Hanami's life is at risk.

Brawn/Endurance. Whenever Hanami makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Invisible Force. Hanami is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Hanami. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see Hanami.

Cursed Attacks. Hanami's attacks are considered magical.

ACTIONS

Multiattack. Hanami can make three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 8) bludgeoning damage + 6 (1d12) necrotic damage.

Binding Plants. As an action for 1 Cursed Energy, Hanami can choose one target within 30ft. of it to trap with plants. The target must make a DC 24 Strength saving throw, on a failure it will be restrained for 1 minute. It can make a Strength check to break free from the plants at the beggining of it's turns, on a success they are free from the binds, on a failure they remain stuck and the DC will be reduced by 1 as the plants grow weaker. Hanami may spend additional cursed energy up to her Charisma modifier to target additional targets within 30ft. of Hanami.

Piercing Roots. As an action for 1 Cursed Energy, Hanami can rise a bunch of roots from the ground to strike a target. Hanami force all creatures in a line of 10 times they proficiency bonus feets. to make a DC 24 Dexterity saving throw, on a failure they take 11d8 piercing damage, on a success they take half as much damage.

Roots. As an action for 3 Cursed Energy, roots sprout from the ground in a 30-foot cone in front of Hanami for 1 minute. A creature in the area must succeed on a DC 24 Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a DC 24 Strength check. On a success, it frees itself. While a creature is restrained, Hanami can squeeze them in the roots which forces them to make a Constitution saving throw. On a failure, they take 12d8 bludgeoning damage, and half as much on a success. For the duration, these roots turn the ground in the area into difficult terrain. When the technique duration ends, the conjured plants wilt away.

Hanami can also use the roots as a way of movement, as an action for 1 Cursed Energy Hanami may use the roots to create a path or bridge. It's 5ft. wide and 100ft long.

Wooden Ball. As an action Hanami can create up to 8 wooden balls, spending Cursed Energy equal to the amount of balls created. The wooden balls will have a number of hit points equal to 7, an ac of 18, and will keep floating around it. As a bonus action, Hanami can send one or more of it's balls towards a target within 30fts. of Hanami. Hanami makes a cursed energy attack roll, on a hit the balls create large branches that pierce through its target, dealing 11d10 piercing damage. Right after they hit or miss the balls will disappear.

Hanami may also spend it a bonus action to get above one of the balls, gaining flying speed equal to it's walking speed while above them.

Flower Field. As an action for 6 Cursed Energy, Hanami can choose an 10ft. circle within a 100ft. area, all creatures within that circle must make a DC 24 Wisdom saving throw. On a failure, their will to fight is completely shattered as their mind enters a state of tranquility and happiness, they are unable to do any kind of actions that would help in the battle for 1 minute. On a success, nothing happens. The state may be removed early if the target succeeds a Wisdom saving throw at the begging of its turn or is targeted by an attack or saving throw. Any attacks against the creature in that state will be made with advantage, and any saving throws the creature makes will be with disadvantage.

Cursed Bud. As an action for 8 Cursed Energy, Hanami can create and launch a number of cursed buds equal to Hanimi 7 towards one or more targets within 30ft. of Hanami. Make a cursed energy attack roll for each, on a hit they will attach to the creature. At the beggining of the creature's turns, it will lose an amount of Cursed Energy equal to 7. In case they don't have Cursed Energy remaining, they will lose their hit points instead. The creature can make a Strength check to remove the curse bud, removing it on a success.

Hanami may instead spend 10 Cursed Energy to create a large sized tree that will launch one cursed bud for every hostile creature within 30 fts. of it. The tree lasts for 1 minute, launching more cursed buds at the beggining of Hanami's turns.

BONUS ACTIONS

Cursed Blast of Blows. After Hanami uses the Attack action, they can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

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

Cursed Wind Step. Hanami 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 Hanami's turn.

Advanced Regeneration. Hanami can spend any amount of Cursed Energy, regaining hit points equal to 30 times the amount spent.

REACTIONS

Cursed Armor. As a bonus action or reaction against being targetted by an attack or damaging saving throw, Hanami can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Hanami can only benefit from this feature again after 1 minute or having it's temporary hit points reduced to 0.

Wall of Roots As an reaction for 1 Cursed Energy, Hanami can rise deep roots from the ground to defend theyself or they allies from attacks. As an reaction to when Hanami or an ally is targeted by an attack roll, Hanami can spring forth a wall of roots that it's 10ft. tall and 5ft. wide, covering 10fts around Hanami. The wall has 80 hit points, it's ac is 18. Hanami can spend up to 8 additional cursed energy to add a +1 to the hit point amount calculation.

Advanced Regeneration. As a Reaction to suffering damage, Hanami uses it's Advanced Regeneration.

LEGENDARY ACTIONS

The Hanami 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 Hanami regains spent legendary actions at the start of its turn.

Barrage of Strikes. Hanami uses it's multiattack feature.

Regenerate. Hanami Uses Advanced Regeneration.

Domain Expansion Hanami uses it's Domain Expansion (Cost 3 actions)

094fcb38064e842559046e1b4b8f24f8.jpg
Hanami summoning it's plants, [1]

Hanami is the type of spirit who cares for the planet that the humans have been abusing for thousands of years. They wish to kill humans in order to sacrifice them so they can be sages to a cleaner world controlled by cursed spirits that will respect the earth. Hanami believes in Jogo's ideals along with Dagon, as they want to replace humanity with cursed spirits because they feel curses are the true humans. Hanami has a close kinship with their allies, willing to go out of their way and briefly challenge Satoru Gojo in order to rescue Jogo from being exorcised. Hanami invaded the school's sister event to give Mahito time to steal the death paintings, almost being eliminated by Satoru Gojo. After that, Hanami goes to the Shibuya incident and ultimately sacrifices themself for their group's ultimate plan in Shibuya.

Domain Expansion: Ceremonial Sea of Light

Hanami can touch the ground with their arm, making Hanami absorb all of the green life within 60fts of Hanami to grant it Cursed Energy. Hanami will receive a number of Cursed Energy equal to the amount of nature absorbed. The nature absorption number is calculated as it follows: Hanami will receive 2 Cursed Energy per 5ft of green life absorbed. Hanami cannot use these Cursed Energy, unless for the ritual. Once it reaches 25 Cursed Energy this way, Hanami can use it's action to make the red flower in it's left shoulder sprout an eye. A barrier will open itself, taking Hanami and every creatures inside a domain full of green life and nature for 2 minutes. Inside Hanami domain it gain the following technique:

Sunflower Beam. The eye in Hanami's arm starts glowing a bright light, and launches a huge yellow beam in front of it. Every creature in a 100ft. by 10ft. line in front of Hanami must make Dexterity saving throw. On a failure, they receive 20d12 radiant damage and become blinded for 1 minute, on a success they take half as much damage. They must make a Constitution saving throw at the beginning of their turns to end the condition early.

Refiniment Points

Hanami's domain refiniment points are 400.

Domain Durability. It's domain has 1100 hit points.

Barrer Resistance. As part of expanding it's domain, Hanami may decide if it wants to make it's barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend additional 5 cursed energy when expanding it's domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside it's domain, it's cursed techniques deal 8 additional damage dice.

Domain Amplification. As an action for 13 cursed energy, Hanami can cover it's body to "wear" it's domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negate any defensive technique or spell, and can bypass barriers such as infinity. Hanami will also negate a domain's sure hit effect in case it's inside one. In addition, Hanami can not use it's Innate Technique unless it dismiss Domain Amplification as a bonus action. Even if Hanami dissmiss it, for the minute it can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output if the user has 51 or more higher refinement than Hanami. If they are within 50 refinement of Hanami, it has resistance to their technique, and if they have 51 or less refinement than Hanami, it is immune to their techniques even if they use Maximum Output.

Feats

Strong Body

Human Wall

Resilient (2x)

Immense Cursed Energy

Cursed Enhanced Body.

Overflowing Cursed Energy

Improved Durability. This creature uses the Improved Durability rule.

3.00
(2 votes)

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