Jogo (Jujutsu Kaisen Supplement)

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Jogo[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 28 (Unarmored Defense)
Hit Points 616 (44d10 + 396)
Speed 105ft.


STR DEX CON INT WIS CHA
20 (+5) 28 (+9) 28 (+9) 16 (+3) 16 (+3) 28 (+9)

Saving Throws Str +13, Dex +17, Con +17, Cha +17
Skills Acrobatics +17, Athletics +13, Perception +11, Stealth +17
Proficiency Bonus +8
Damage Vulnerabilities radiant
Damage Resistances fire, poison, psychic, non magical piercing, slashing or bludgeoning damage
Senses passive Perception21
Languages Common
Challenge 24 (62,000 XP)


Cursed Energy. Jogo has 127 cursed energy it can spend. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Strike. Jogo can spend up to 8 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic 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. Jogo can spend up to 9 cursed energy to 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 its temporary hit points reduced to 0.(No action required)

Cursed Energy Recovery. While in combat, Jogo regains 5 Cursed Energy per turn, up to his maximum. The combat must be one where Jogo's life is at risk.

Hard to Kill If you were reduced to 0 hit points, you can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill you outright. This feature does not work if the damage that had reduced you to 0 hit points was radiant damage. You may use this feature once per long rest. You also have resistance to psychic damage as your body and mind are vastly different from the likes of humans, sorcerers or non-sorcerer included.

Evasion/Endurance. Whenever Jogo makes a Dexterity or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Elemental Body Jogo may choose to deal an amount of fire damage equal to his proficiency bonus to a creature he's grappling.

Invisible Force. Jogo is entirely made out of cursed energy, meaning he 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 his maximum hit points), they gain the ability to see Jogo

Burning Cursed Energy. Jogo's Cursed Energy is powered up by his flames, he gains resistance to Fire damage when he activate his Cursed Energy Armor. When Jogo deals damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, it's type will be changed fire damage. In addition, Jogo can exhale a burning aura that's enough to burn up most people. As a free action for 1 Cursed Energy, He can make all creatures without levels in the Jujutsu Sorcerer class within 10ft. of him make a Constitution saving throw (DC: 25). On a failure, they take 8d4 fire damage, on a success they take half as much.

Continuous Flames Whenever Jogo uses one of his Innate Technique in his purple form, you can spend additional Cursed Energy equal to half the amount spent to force the target to make a Constitution (DC 25) saving throw. On a failure they will take fire damage equal to his level at the beginning of their turns, on a success they take half as much damage and do not keep receiving the damage. At the beginning of their turns, they must remake the Constitution saving throw (DC 25), on a failure they receive the damage again and grant you 1 purple flame point. On a success, the flames stop.

Cursed Attacks. Jogo's attacks are considered magical.

ACTIONS

Multiattack. Jogo can make three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage + 6 (1d12) Fire damage.

Disaster Flames As an action for 1 Cursed Energy, Jogo may force every creature in a 15 ft. cone to attempt a Dexterity saving throw (DC25). On a failure, they take 16d8 fire damage, taking half as much damage on a success. Each time Jogo uses a feature granted by his Innate Technique: He will gain 1 point of Purple Flames. Jogo can have a number of purple flames points to a maximum of 8, which are lost at the end of a short rest.

Purple Hands When Jogo use this feature, he may spend 2 Purple Flames points to change its damage die to a 32d10.

Erupting Volcanoes As an action for 2 Cursed Energy per volcano Jogo can create a number of 9 volcanoes within 120 ft of him, with each volcano occupying a 5 ft. radius circle and existing until the beginning of him next turn. As a bonus action, Jogo may force every creature in a 30 ft. long, 10 ft. wide line originating from each volcano to make a Dexterity saving throw (DC 25) as the volcanoes erupt. On a failure, they take 19d12 fire damage, and become restrained by the magma for 1 minute. On success they take half as much damage and are not restrained. The creature may make a Strength saving throw at the beginning of their turns, ending the condition early on success. Any area targeted by this feature becomes difficult terrain.

Purple Volcanoes. When Jogo create volcanoes using this feature, you may spend 2 Purple Flames points to increase it to 60ft. long and 15ft. wide.

Ember Insects As an action for 5 Cursed Energy, Jogo may create 7 Ember Insects 5ft. around him.

These insects disappear whenever Jogo take a short or long rest. Jogo can use the ember insect feature 18 times per short rest.

Purple Insects. When Jogo use this feature, you may spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increasing their explosion damage die to 8d4.

Maximum Meteor As an action for 10 Cursed Energy, Jogo may fly up high in the air summoning a giant meteor, which is a 60 foot sphere centered on Him. Jogo can move this sphere up to 60 feet in any direction as a bonus action which Jogo can only take at least one round after the sphere is formed, and creatures other than you that overlap with the sphere for the first time that movement must make a Dexterity saving throw (DC25) or take 30d12 fire and 30d12 bludgeoning damage. Objects which overlap with the sphere take this same damage. The sphere lasts for 1 minute, until it touches the ground or a creature (exploding at end of its movement path), or until Jogo lose his concentration as if concentrating on a spell. Jogo must use Maximum Output or Chanting in order to use this technique.

Purple Meteor. When you use this feature, Jogo may spend 4 Purple Flames points to double this feature's radius.

BONUS ACTIONS

Disaster Flames After making an Unarmed Strike this turn, Jogo may use Disaster Flames.

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

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

Cursed Wind Step. Jogo can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

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

Maximum Output By paying the cost of a technique as a Bonus Action, you may maximize its output, adding one of the bonuses listed under Maximum Output to the technique the next time you use it.

REACTIONS

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

Cursed Enhanced Body. Whenever Jogo makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to 9 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

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

Burning Cursed Energy. Jogo uses it's Burned Cursed Energy with a radius of 30fts.

Advanced Regeneration. Jogo uses Advanced Regeneration..

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

63f55-16557556180677-1920.jpg
Jogo, using his Domain Expansion, [1]

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, his cursed techniques deal 9 additional damage dice.

Domain Amplification. As an action for 15 cursed energy, Jogo can cover it's body to "wear" it's domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negates any defensive technique, offensive technique, or spell that affects you, and you can bypass barriers such as infinity. In addition, Jogo can not use its Innate Technique unless it dismisses Domain Amplification as a bonus action. Even if Jogo dismisses 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 or with a cost of 10 or more cursed energy before reductions if the user has 51 or more higher refinement than Jogo. If they are within 50 refinement of Jogo, it has resistance to their technique, and if they have 51 or less refinement than Jogo, it is immune to their techniques even if they use Maximum Output.

Feats

50 Meters In 3 Seconds!

Resilient (1x)

Immense Cursed Energy

Overflowing Cursed Energy

Cursed Enhanced Body

Improved Cursed Energy Output


Improved Durability.

This creature uses the Improved Durability rule.

5.00
(2 votes)

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