Jogo (Jujutsu Kaisen Supplement)

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Jogo[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 27 (Unarmored Defense)
Hit Points 638 (44d8+440)
Speed 165 ft.


STR DEX CON INT WIS CHA
16 (+3) 26 (+8) 20 (+5) 14 (+2) 16 (+3) 28 (+9)

Saving Throws Dex +14, Cha +15
Skills Acrobatics +14, Perception +9, Stealth +14
Damage Vulnerabilities radiant
Damage Resistances poison, psychic
Damage Immunities fire
Senses darkvision 80 ft., passive Perception 19
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Jogo has 144 cursed energy he can spend. All of the cursed energy, when used, is unavailable until he takes a long rest.

Improved Cursed Energy Recovery. Jogo regains 4 cursed energy at the beginning of his turn, up to his maximum.

Undead Nature. Jogo has advantage on saving throws against disease and being poisoned.

A Part Of Nature. At the start of his turn, Jogo may choose to deal 15 fire damage to a creature he's grappling for no action required. Additionally, if a creature is grappling him, it takes the same damage he'd deal to them at the start of their turns.

Invisible Force. Jogo 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 Jogo . Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see Jogo.

Hard to Kill (1/long rest). If Jogo is reduced to 0 hit points, he can choose to drop to 1 hit point instead and are considered stable. This feature does not work if the damage that reduced Jogo to 0 hit points was Radiant.

Famous Name (9/long rest). Jogo is based on fire-based natural disasters, so people's fear for him is far greater than to other normal curses. Whenever Jogo rolls initiative, he may force every hostile creature that can see him to make a DC 22 Wisdom saving throw. On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Your Fears Become Real. Whenever Jogo rolls a skill check related to fire-based natural disasters, he does so with advantage.

Sadism. Jogo has immense sadism when beating his victims. Whenever he deal damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 22.

Cursed Strike (1-7 Cursed Energy). Jogo can, when making an Unarmed Strike in order to add 1d8 fire damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes.

Cursed Armor (1-9 Cursed Energy). Jogo can give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Jogo can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Curse-Empowered Strikes. Jogo's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra fire damage (already included).

Evasion. Whenever Jogo makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Jogo takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Grim has 3 reactions per round.

Purple Flames. Each time Jogo uses a feature granted by his Innate Technique; he will gain 1 point of Purple Flames. Jogo can have up to 6 purple flames, which are lost at the end of a short or long rest. Whenever a creature is hit or fails a saving throw against taking damage by his Innate Technique being in their purple version, they are engulfed in flames, taking 28 additional fire damage.

Untraceable Speed. If an action or feature increases any of Jogo's speeds, it is further increased by 40 feet.

Strong Body. Jogo will reduce all damage he takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Cursed Enhanced Body. As long as Jogo has 1 cursed energy or more, he may add 4 to his attack and damage rolls with unarmed strikes and weapons he is proficient with (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Jogo can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants 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 50 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 11 rounds.

If a feature benefits from Maximum Output that is already benefiting from this feature, it’s total cursed energy cost is reduced by 10, to a minimum of 1.

ACTIONS

Multiattack. Jogo makes 3 attacks

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 18 (1d12 + 12) bludgeoning and 6 (1d12) fire damage.

Disaster Flames (1-27 Cursed Energy). When Jogo takes the Attack action, he can replace one of those attacks with a melee cursed energy attack roll or ranged cursed energy attack roll (both with +16 to hit) against a creature within 100 feet of him. On a hit, the target takes 1d8 fire damage per cursed energy spent and must make a DC 24 Constitution saving throw. On a failure, they receive First Degree burns. On a success, they receive no additional conditions. If they fail by 5 or more, they receive Second Degree burns. All creatures of his choice within a 10-foot cone behind the target are also targeted.

Jogo can replace multiple attacks with Disaster Flames, but you must spend appropriate cursed energy for each attack. This cannot replace attacks from features such as Cursed Blast of Blows.

Purple Hands. When Jogo uses this technique, he can spend 2 purple flame points to increase the damage die by one tier (1d8 -> 1d10). Additionally, if the target fails the DC 24 Constitution saving throw, they receive Second Degree burns. If they fail by 5 or more, they receive Third Degree burns. The cone is also increased to 30 feet.

Erupting Volcanoes (1-9 Cursed Energy). Jogo can create a number of volcanos equal to the amount spent on any surface within 120 ft. of him, with each volcano occupying a 5 ft. radius circle and existing until the beginning of his next turn.

Magma Blasts. As part of the same action in which the volcanos are cast, Jogo may force every creature in a 30 ft. long, 10 ft. wide line originating from each volcano to make a DC 24 Dexterity saving throw as the volcanoes erupt. On a failure, they take 88 (16d10) fire damage, and become restrained by the magma for 1 minute, and must make a DC 23 Constitution saving throw. On success, they take half as much damage and are not restrained. Alternatively Jogo may choose to have volcanoes not fire immediately upon their casting, in which case he may have them fire as a reaction to a creature entering the area of effect that magma blast would occupy. The volcanoes disappear right after firing.

On a failure, they receive Second Degree burns. On a success, they are not burned. If they fail by 5 or more, they receive Third Degree burns.

The creature may make a DC 24 Strength saving throw at the beginning of their turns, ending the condition early on success.

Any area targeted by this feature becomes difficult terrain for 1 minute, and any creatures that end their turn on it take 88 (16d10) fire damage.

Creatures on the area of effect of more than one volcano will make only one save and take the damage of only one volcano, but the DC of the damage will increase by 1 for each volcano hitting the creature.

Purple Volcanos. When Jogo uses this technique, he can spend 2 purple flame points to increase the range of the Magma Blast to 60 feet, and its width to 20 feet. Additionally, the creatures have disadvantage on the Dexterity saving throw caused by the magma blast.

Ember Insects (1-18 Cursed Energy). Jogo may create a number of Ember Insects equal to the amount of Cursed Energy spent within 10 feet of him for 1 minute.

Purple Insects. When Jogo uses this technique, he can spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increase their explosion damage die to 8d4.

Hot Comet (10 Cursed Energy). Jogo chooses a point within 60 feet of him. All creatures in a 20-foot square centered at that point must make a DC 24 Dexterity saving throw. On a failure, they take 93 (17d10) fire damage and 93 (17d10) bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.

This technique deals twice as much damage to objects and structures. All objects in the area take maximum damage.

The area affected becomes difficult terrain.

Purple Comet. When Jogo uses this technique, he can spend 4 purple flame points to increase its range to 120 feet and its square to 40 feet. The creatures have disadvantage on the Dexterity saving throw.

Lava Hands (10 Cursed Energy). Jogo creates up to two lava hands within 120 feet of him for 1 minute.

The Lava Hand is a gargantuan object that has AC 20 and 290 hit points. If it drops to 0 hit points, the technique ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).

When Jogo utilizes this technique he can move the hands up to 60 feet and then cause one of the following effects with it:

  • Clenched Fist
  • Forceful Hand
  • Grasping Hand
  • Interposing Hand

Jogo is concentrating for the duration of this technique. The technique ends if the hands are reduced to 0 hit points, the time ends or he loses concentration.

Maximum Meteor (20 Cursed Energy). Jogo may choose a spot within 100 ft to summon a meteor, which is a 60-foot sphere. Jogo can move this sphere up to 60 feet in any direction as a bonus action, and creatures that overlap with the sphere for the first time during that movement are dragged by the meteor to the end of its path.

Creatures other than Jogo who come into contact with the meteor must make a DC 24 Dexterity saving throw with advantage. On success, they take half the damage. On a failure, they or take 195 (30d12) fire and 195 (30d12) bludgeoning damage and must make a DC 24 Constitution saving throw. On a failure, they receive Second Degree burns. On a success, they receive First Degree burns. If the creature possesses Endurance while passing this save, they do not receive burns. If they fail by 5 or more, they receive Third Degree burns. Objects which overlap with the sphere take this same damage.

The sphere lasts for 1 minute, until it touches the ground, or until Jogo loses concentration as if concentrating on a spell.

This technique deals twice the maximum damage possible to objects and structures.

Purple Meteor. When Jogo uses this feature, he may spend 6 Purple Flame points to double this feature's radius. Creatures have disadvantage on the Dexterity saving throw.

Volcanic Head. Jogo can use the volcanoes on his head to spew magma. He spews magma in 3 separate 30-foot-long-5-foot-wide lines, one pointing upwards, on pointing left and one pointing right. Every creature caught in one these lines must make a Dexterity saving throw as per the rules of Magma Blasts.

Basic Barrier (1-9 Cursed Energy). Jogo can create 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 Jogo may choose to make it smaller if he wishes. This barrier has 10 hit points times the amount of cursed energy spent, 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 24 and automatically fails saving throws. This barrier lasts for 10 minutes, and Jogo can deactivate his basic barrier as will (no action required).

Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure.

Jogo 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.

Jogo's curtain lasts for 90 minutes, and the curtain has 90 Hit Points. This barrier has an AC of 24 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Jogo may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

Domain Expansion: Coffin of the Iron Mountain (30 Cursed Energy). Jogo opens his Domain Expansion, trapping all creatures within 30 feet inside it.

Domain Amplification (1-10 Cursed Energy). Jogo can cover his body to "wear" his domain in order to neutralize cursed techniques for 1 minute. Once activated, he automatically dampens any defensive technique, offensive technique, or spell that affects him, and he can bypass barriers such as infinity and defensive innate techniques. While active, Jogo gains a damage reduction to Innate Techniques or Spells equal to the amount spent times 10. In addition, conditions and effects from Innate Techniques and Spells are negated against him, unless they possess an original cost (before reductions) higher than the amount spent on Amplification, or are under Maximum Output. Jogo can dismiss Domain Amplification as a bonus action. Even if he dismisses it, for the minute he can reactivate it as a bonus action without spending the cursed energy again. Domain Amplification works on contact with Jogo's body, and as such ranged attacks and his features that do not make physical contact will not gain the benefits of Domain Amplification. Jogo cannot use Domain Amplification while his Domain Expansion is active.

When Jogo activates amplification, and while it is active, he cannot use his Innate Technique, and any active durations or effects will be stopped and interrupted. Jogo may instead choose to maintain active durations and effects from his innate technique, instead attempting to ‘pause’ it while amplification is active. At the beginning of Jogo's turns while amplification is active, he must make a DC 20 Charisma saving throw. On a success, his technique is ‘paused’ successfully, rather than being interrupted. On a failure, the technique is ended and interrupted as normal.

BONUS ACTIONS

Martial Arts. When Jogo uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Jogo can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). Jogo can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Jogo can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.

Maximum Output. Jogo can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 3.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Jogo cannot choose the same benefit twice.

Clenched Fist (Lava Hands active). The hand strikes one creature or object within 5 feet of it. Make a melee weapon attack for the hand using the hand’s game statistics. On a hit, the target takes 34 (4d8) fire damage.

Forceful Hand (Lava Hands active). The hand attempts to push a creature within 5 feet of it in a direction Jogo chooses. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, Jogo has advantage on the check. If he succeeds, the hand pushes the target up to 50 feet. The hand moves with the target to remain within 5 feet of it.

Grasping Hand (Lava Hands active). The hand attempts to grapple a Huge or smaller creature within 5 feet of it. Jogo uses the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, he has advantage on the check. While the hand is grappling the target, Jogo can use a bonus action to have the hand crush it. When he does so, the target takes 36 (5d10 + 9) bludgeoning damage.

Interposing Hand (Lava Hands active). The hand interposes itself between Jogo and a creature he chooses until he gives the hand a different command. The hand moves to stay between Jogo and the target, providing him with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward Jogo through the hand’s space, but that space is difficult terrain for the target and they take 20 fire damage at the beginning of their turns.

Untraceable Speed. Jogo may perform the Dash action or make a Skill Check he is proficient in.

Advanced Regeneration. Jogo can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Untraceable Speed. Jogo can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against him, Jogo may move up to half of his speed in a direction of his choice. This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack roll he's reacting to he may roll a Acrobatics check to attempt to fully dodge. He rolls against the attack roll, causing the attack to miss regardless of his armor class if his Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless he's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If he fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then though he can’t fully dodge he may change which limb is targeted. In the case of a saving throw he is unaffected by the saving throw if he moves out of the area of effect.
  • Jogo can make one melee attack if he moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

Advanced Regeneration. As a Reaction to suffering damage, Jogo uses his Advanced Regeneration.

Cursed Enhanced Body (1-9 Cursed Energy). Whenever Jogo makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

Jogo 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. Jogo regains spent legendary actions at the start of his turn.

Retreat. Jogo may move up to his movement speed without provoking opportunity attacks.

Regenerate. Jogo uses Advanced Regeneration.

Cursed Technique (2 Actions). Jogo may use one of his Cursed Techniques.

Domain Expansion: Coffin of the Iron Mountain (3 Actions). Jogo opens his Domain Expansion.

billede-2025-03-02-161220517.png
Jogo opening his Domain Expansion

Jogo was defined by his pride as a cursed spirit. He was an intelligent being who was resolute in all his beliefs, willing to give his life so long as his goals were achieved in the long run. On a personal level, Jogo was always ill-tempered, irritable, and very arrogant.

Jogo believed that cursed spirits are the true humans and they are the ones who will inherit the earth. He saw humans as creatures made of lies pretending to hide their true nature with the positive emotions they show. Curses are made up of negative emotions that Jogo views as pure intent, and so he thinks that curses born from such truth are the purest forms of humans and the fake ones should be eliminated. In order to achieve this Jogo and his partners agreed to ally themselves with the curse user Pseudo-Geto.

Jujutsu Sorcerer.

Jogo has 22 levels in the Jujutsu Sorcerer class.

Domain Expansion: Coffin Of The Iron Mountain

Jogo domain is a huge magma like dimension, which irradiates extreme heat. While inside it, every creature except Jogo must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 30d12 fire damage and they also, if they failed by 5 or more, receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. Creatures inside the dome have disadvantage on attack rolls if they don't have immunity to fire damage.

Refiniment Points

Jogo's domain refiniment points are 400.

Domain Durability. His domain has 1300 hit points.

Technique Efficiency. While inside his domain, Jogo may use Disaster Flames for 0 Cursed Energy.

Increased Potency. While inside his domain, Jogo's cursed techniques and domain damage if any have 9 additional dice, gain a +5 bonus to their DCs and a +5 bonus to hit.

Enhanced Technique Efficiency. While within his domain, Jogo now reduces the cursed energy cost of Erupting Volcanoes, Ember Insects, Hot Comet, Lava Hands and Maximum Meteor by 3, to a minimum of 1.

Technique Alteration

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Jogo knows a technique alteration he can put on his cursed techniques. He can put an alteration on only one of his techniques.

Massive Range. As part of using his technique Jogo can spend 10 extra cursed energy. His technique’s range, width, and radius increase by 240 feet.

Cursed Techniques

When a feature refers to Jogo's cursed techniques, it refers to Disaster Flames, Erupting Volcanoes, Ember Insects, Hot Comet, Lava Hands and Maximum Meteor.

Feats

Special Grade Curse.

50 Meters In 3 Seconds, Untraceable Speed, Strong Body, Regeneration, Advanced Regeneration, Cursed Biology (Volcanic Head).

Basic Barrier, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Enhanced Body, Improved Cursed Energy Output.

Epic Boons

Improved Cursed Energy Recovery

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