Imari Zen'in, 1st Year (Jujutsu Kaisen Supplement)
Imari Zen'in[edit]
Medium humanoid (human), lawful neutral Armor Class 31 (Unarmored Defense)
Saving Throws Str +15, Dex +15, Con +14, Int +5, Wis +10, Cha +13 Stamina Points. Imari has 53 stamina points she can use to fuel her abilities. All of her stamina is replenished at the end of a long rest. Stamina Recovery. Imari Regains 1 stamina at the beginning of her turns. Effort Die. Imari's Effort Die is equal to d10 Three-Section Staff Proficiency. Imari adds her proficiency bonus to her attack roll when using Three-Section Staffs (already included). Invisible. Imari cannot be tracked by magical means. Abilities that sense ki, cursed energy, magic, or anything of the sort don't work for Imari. Heavenly Undetection. Imari cannot be targeted by the sure hit effect of a Domain Expansion, and cannot be detected by one while inside one (Ex: If Imari is trapped inside a domain that forces her to make a Constitution saving throw as its sure hit, she won't have to make the saving throw). Imari may also freely pass through barriers made of cursed energy of any kind, suffering no ill effects for doing so. Perfected Improved Unarmored Defense. Imari Gains a +2 bonus to her AC while not wearing any kind of armor or shield. (already included) Cursed Weapon Wielder. When using a Cursed Tool Imari's critical hit range increases by 1 (Ex. When using the Inverted Spear of Heaven she will now score a crit on a 19 and a 20.) Air Jump (7 Stamina Points). While in the air, with no action required, Imari may perform a high or long jump multiplied by 2, This jump counts as if she had a running start. 50 Meters in 3 Seconds!/Hypersonic Reflexes. Imari has 3 reactions per round. Untraceable Speed. Imari can move up to half of her movement speed as a part of a reaction, This movement cannot be used to exit domains, if this movement would cause Imari to leave the area targeted by an attack she is reacting to or the area of a saving throw she is reacting to she may roll an Acrobatics check to attempt to fully dodge. Imari can add half of her proficiency bonus to all Dexterity checks she makes that she is not already proficient in. Acrobatic Fighter. Imari's jump distance and height are doubled. Whenever Imari makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, she may use it to leverage a powerful attack against her opponent, dealing an additional damage die of her unarmed strike. If there are not any solid surfaces, Imari may use half of her movement speed to drop to the ground on her hands, extending her legs up and make a powerful kick. Once per turn, whenever Imari falls onto a creature, she may make a DC 10 Acrobatics check. On a success, Imari may make one unarmed strike against that creature. Evasion, Endurance, Discernment. When Imari is subject to a Dexterity, Constitution, or Intelligence saving throw she only takes half damage on failure and no damage on success. Sensory Overload. Imari can use a free action to let out all 200 Fly Heads to use as cover. These Fly Heads are tamed by Imari. ACTIONSMultiattack. Imari can make 3 attacks. Unarmed Strike. Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit 21 (2d10 + 10) bludgeoning damage. Dagger. Melee Weapon Attack +15 to hit, reach 5ft., one target. Hit 12 (1d4+10) piercing damage. Katana. Melee Weapon Attack +15 to hit, reach 5ft., one target. Hit 14 (1d8+10) slashing damage. Handgun. Ranged Weapon Attack +15 to hit, range 30/300 ft. one target. Hit 17 (2d6+10) piercing damage. Playful Cloud Melee Weapon Attack +18 to hit, reach 10 ft., one target. Hit 43 (2d6+36) bludgeoning damage. Uncontrollable Charge (1 Stamina Points). Imari can move up to her walking speed and choose any number of creatures within her reach for the move. Make one weapon attack, and compare it to the ACs of all the creatures within the range. They take damage as normal if they are hit, adding 20 to the total damage roll. A creature can only take damage once per use of this maneuver. BONUS ACTIONSMartial Arts. When Imari takes the Attack action with an unarmed strike or a martial weapon on her turn, she can make one unarmed strike. Barrage of Strikes (1 Stamina Point). Imari can make three unarmed strikes against a creature within range. Untraceable Speed. Imari can take the dash action and make a Skill Check she is proficient in. Pocket Sand (1 Stamina Point). A creature Imari can see within 10 feet of her must make a Constitution Saving throw. On a failure, they take 39 (5d10) piercing damage and are blinded until the beginning of your next turn. On a success, they take half as much damage and are not blinded. Quick Sweep (1 Stamina Point). After making an unarmed strike, Imari may force the targeted creature to make a Strength saving throw. On a failure, the creature is knocked prone. Tactical Feint (1 Stamina Point). Imari can feint an attack. A creature that can see you within 15 feet must make a Wisdom saving throw, On a failure, Imari has advantage on her attacks against it until the end of her current turn. Exploit Weakness (1 Stamina Point). A creature Imari can see within 15 feet of her must make a Performance check contest by Imari's Investigation check. If Imari Succeeds, her attacks score a critical on a 19-20 against that creature for 1 minute. Adrenaline Rush (1 Stamina Point). For 1 minute Imari can push her body gaining the following benefits.
Opening (1 Stamina Point). Imari can ignore any AC increases a creature is receiving that doesn't come from unarmored defense or wearing armor until the end of her turn. Breathing Efficiency (1+ Hit Points). Imari can force her body to work overtime and regain 16 (1d12+10) stamina points up to her maximum. Imari loses an amount of hit points equal to the stamina gained. Defense Breaker (1 Stamina Point). While a creature is within 30 feet of Imari, she can enhance her tactical skills by reducing her critical radius to 17 when making melee weapon attacks against the creature for 1 minute. Comet Velocity (1 Stamina Point). Imari can increase her speed to astronomical heights for 1 minute. For the duration, Imari gains the following benefits.
Adaptable Warrior. Imari can switch one of her maneuvers for another one in the middle of battle. REACTIONSDefensive Block (1 Stamina Point). When targeted with a weapon attack, Imari can add her proficiency bonus to her AC until the beginning of her next turn. Hypersonic Reflexes (1 Stamina Point). When Imari is targeted by an attack roll, she can roll an Acrobatics check. If the roll is equal to or higher than the attack roll, the attack misses and the creature has disadvantage in attack rolls against Imari until the end of their turn. Divine Reflexes (1 Stamina Point). When Imari is forced to make a saving throw or is being targeted by an attack roll, She can move up to 1995 ft. in any direction she can see. There must be an unobstructed path to the destination. During this movement, Imari does not provoke Opportunity attacks. Perfect Precognition (1 Stamina Point). Whenever a creature within 60 feet of Imari makes an attack roll against her, she can make a DC 10 + their Strength or Dexterity modifier Insight Check. On a success any weapon attack rolls, they make against Imari are made with disadvantage and their attack rolls suffer from a penalty of 3 for 1 minute. Additionally, if the target has a Dexterity score lower than Imari's passive perception she has advantage on the Insight Check. Imari also has an additional reaction exclusively for using Precognition. Brace for Impact (1+ Stamina Points). As a reaction to receiving damage from an attack roll or saving throw she can see, Imari can spend up to 6 stamina points to reduce the damage by 10 times the amount of stamina points spent. Her movement speed is halved until the end of her next turn. Instinctual Repulsion (1 Stamina Point). Whenever targeted by a saving throw, Imari can give herself advantage in said saving throw. Perfect Block and Counter (1 Stamina Point). When being targeted by a melee attack or being hit by a ranged attack, Imari may make a contest weapon attack to parry and succeed if her roll is higher. Successfully parrying a melee attack causes it to miss, and Imari may make a melee weapon attack against said creature as part of the reaction. Successfully parrying a ranged attack reduces the damage you take by Imari's weapon damage die +40 If Imari reduces the damage of a bludgeoning, piercing, or slashing ranged attack to 0, She can choose to redirect it at a creature within 60 feet using her initial attack roll and half the initial damage of the ranged attack. Executioner's Blow (2 Stamina Points). Whenever a creature is knocked prone within her reach, Imari can make a melee weapon attack. On a hit, they take twice as much damage as they normally would + 50 additional damage. Haymaker (1 stamina point). When a creature hits a melee attack roll against Imari, She can gain 50 temporary hit points. Right after being hit, Imari then makes a melee weapon attack against the creature. On a hit, said attack deals additional damage equal to a total number of rolls of Imari's effort dice equal to 1/8th of the total damage dealt. The temporary hit points last until the beginning of her next turn. Air Jump (1+ Stamina Point). Whenever Imari takes fall damage she can spend up to 20 stamina points to reduce the damage by that amount times 5. |
Imari Zen'in was originally known as Project V.A.D.A.L.I.A, her body modified to become the perfect lifeform amongst Heavenly Restrictions. Due to this, she was sent on various missions before her eventual escape from her captors. Now, she is known to be Kanata Zen'in's Little Sister and the strongest Member of the Zen'in Clan alongside Nuhaku Zen'in. Heavenly Restriction. Imari has 20 levels in the Heavenly Restriction class. Inventory Curse. Imari wears the Inventory Curse on her which she stores various tools in and 200 Fly Heads she can release as a swarm. Body ImprovementsAlert. Imari cannot be surprised while conscious. Additionally, Imari has a +5 to her passive perception (already included) Efficient Economist. Imari reduces all stamina point costs by 3 (Minimum of 1). Sight Velocity. Imari can now calculate her jump distance and height with Dexterity instead of Strength, additionally, her speed increases by 200 ft. (already applied). Steel-Hard Exterior. Imari reduces all damage but psychic by 30 and he is resistant to all non-magical damage but psychic. Additionally, whenever damage is reduced because of a resistance it is now reduced to 1/3 instead of half. Otherworldly Senses. Imari has advantage in Perception checks. Attacks do not have advantage against Imari due to not being seen by her. Imari has advantage on Dexterity saving throws as long as her movement speed isn't 0.Additionally, she adds 5 to her passive perception (already included). Heavenly ManeuversBeyond Athletic, Superhuman Reflexes, Efficient Body (1 Stamina Point). When Imari makes a Strength, Dexterity, or Constitution check or saving throw, she can grant herself advantage on the roll, if she already has advantage, she can add +5 to the result. Lasting Intellect (1 Stamina Point). Whenever Imari makes an Intelligence skill check, she can become proficient in said skill for the next 10 minutes. If she already is proficient then she gains expertise instead. If she already has expertise, she will add +3 to the skill. Limb Break Once per turn as part of making a melee weapon attack, Imari can spend 3 stamina points to add immense force to the attack, trying to break the creature’s Limb. On a hit, the creature takes additional damage equal to Imari's Strength modifier added thrice, which also goes directly into one of their limbs of her choice (she cannot choose the Torso, Skull or Jaw). If this reduces the arm’s hit points to 0, it instantly sends them to the broken state, unless it was going to be removed. Disarming Attack (1 Stamina Point). When Imari hits a creature with a melee weapon attack, She can force it to make a Strength saving throw. On a failed save, it drops one item of your choice that is currently holding on the ground at its feet. Disorienting Blow (1 Stamina Point). Once per turn when Imari hits a creature with a melee weapon attack, she can force them to make a Constitution saving throw. On a failure, the creature takes additional damage equal to 20 and the creature has disadvantage on ability checks and attack rolls until the end of their turn. On a success, they take half as much damage and don't have disadvantage. Harmful Defense (4 Hit Points). Whenever a maneuver increases Imari's AC or grants disadvantage in attack rolls against her, Imari can add +3 to her AC for the duration of this maneuver. Speed Limit Break (2+ Hit Points). Whenever a maneuver increases Imari's speed or makes her move, Imari can double the increase or movement by spending 2 hit points per 10 feet increased. Surprise Attack. (1 Stamina Point). After taking the attack action and using all of her attacks against a single creature, Imari can do a surprise attack a few seconds later. When Imari's turn ends, she can make a melee weapon attack with advantage against that creature at the beginning of the next turn in initiative. Creatures that have already seen this maneuver will not be attacked with advantage. Throw Building Imari in place of an attack, for 5 stamina points, can choose a creature or object of a size up to 1 size category larger than her within her unarmed strike reach, and make an Athletics check contested by her Athletics or Acrobatics (their choice). On a success, Imari can throw the creature up to 60 feet, dealing Xd6 bludgeoning damage (where X is your Strength modifier added five times) to her and anyone in the path they’re thrown in who fails a Dexterity saving throw. The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan. She may also use this maneuver with objects, having a set DC instead of a contested check: 5 for tiny 7 for small 10 for medium 15 for large 20 for huge 25 for gargantuan Debilitating Strike (1 Stamina Point). Once per turn as part of making a melee weapon attack, Imari can aim for a creature's head. On a hit, the creature takes additional damage equal to 40 and must succeed in a Constitution saving throw or be Confused until the beginning of Imari's next turn. If they fail by 5 or more, they are Confused for 1 minute instead, being able to remake the Constitution saving throw at the beginning of their turns to leave early. Knock Down ( 1 Stamina Point). As part of a melee weapon attack, Imari can knock the creature to the ground. On a hit, the creature takes additional damage equal to 93 (2d10+15d10) and must succeed in a Strength saving throw or be knocked prone and have their movement speed reduced to 0 until the beginning of Imari's next turn. If the creature fails by 5 or more, It automatically fail Dexterity saving throws for the duration. Uncanny MindsetDisappearance. Whenever Imari takes the Dash action, She can take the hide action as a bonus action, She has advantage on the hide action when used in this way. Speedster. The Bonus Movement Speed Imari gains from the Unarmored Movement feature is double (already included). Untraceable. Whenever Imari is taking the dash action she does not generate opportunity attacks and ranged attack rolls cannot gain advantage against her until the beginning of her next turn. Uncatchable. Imari has advantage on rolls to avoid being grappled and restrained, and also on rolls to end those conditions. Relentless Attacker. Imari can make one additional attack during her attack action, however it must be made with a melee weapon or an unarmed strike. Hardened Body. Whenever a damage reduction is applied Imari adds 10 to the reduction. If she has multiple damage reductions at once this feature will only apply once. Natural Reconstruction. Imari's body can naturally reconstruct itself after it has been damaged. Whenever she spends a turn without moving or taking any type of action, she regains xd12 (with X being her Heavenly Restriction level) + her Constitution modifier hit points, up to her hit point maximum. While outside combat, Imari gains the benefits of this feature for every 1 minute that passes, however the healing is halved, and can only heal up to half her maximum hit points (rounded up). Imari can regain limb hit points with this feature, unless they were removed. Imari cannot receive the benefits of this body improvement while unconscious. Energy Restoration Whenever Imari's body is regenerating, she also regains energy. Whenever Imari benefits from Natural Reconstruction, she also regains stamina points equal to half her Constitution modifier (rounded down). Opportunist. Whenever Imari makes an opportunity attack, she does so with advantage. Ambusher. When Imari takes the attack action after successfully hiding from a creature, they will count as surprised until the end of her current turn. Exploit Distraction. Once per turn. Imari can deal an additional 20d12 to one creature she hits with an attack if she has advantage on the attack roll. The attack must be made with either a finesse or ranged weapon. Imari does not need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated and Imari doesn't have disadvantage on the attack roll.
Strong Body, Resilient, Immense Stamina, Overflowing Stamina Reserves., Air Jump, 50 Meters in 3 Seconds!, Untraceable Speed, Surreal Mindsetx3, Very Resistant. Object's Soul Awareness, Cursed Weapon Wielder. Improved Durability. This creature uses the Improved Durability rule. |
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