Kechizu (Jujutsu Kaisen Supplement)
Kechizu[edit]
Medium undead (death painting), lawful neutral Armor Class 16 (unarmored defense)
Saving Throws Str +9, Con +9, Cha +7 Cursed Energy. Kechizu has 27 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Powerful Build. Kechizu counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Body Owner. Kechizu has advantage against effects that would change his form Toxic Blood. If Kechizu's blood comes into contact with a creature, it takes 2d6 necrotic damage at the start of its turns until 1 minute has passed. Necrotic damage from this feature bypasses resistances and immunities. A creature can remove Kechizu's blood from their body by making a Medicine check against Kechizu's Toxic Blood DC 16 as an action. Cursed Armor. For an amount of Cursed Energy up to 3 and no action required, Kechizu surrounds himself with cursed energy for one minute. He gains temporary hit points equal to the amount of Cursed Energy spent times 5 for the duration. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. If Kechizu is unable to use actions for any reason, he cannot use this feature. Curse-Empowered Strikes. Kechizu's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d8 extra necrotic damage (already included). 50 Metres in 3 Seconds!. Kechizu can make 2 reactions per round. Energy to Blood. Whenever Kechnizu uses one of his techniques that requires blood points, he may spend additional cursed energy equal to the blood points needed for the technique, creating 3 blood points per cursed energy spent. Rot Technique. All attacks by made Kechizu with his cursed technique have their damage type changed to acid type damage, additionally whenever a feature from this Technique hits a creature, whether through an attack roll or a saving throw, the target must make a DC 14 Constitution saving throw. On a failure, they take 3d8 additional acid damage, or half as much on a success. Crimson Augment (4 cursed energy, 3 blood points). Once per turn when Kechizu makes a melee weapon attack, he can augment his strikes with his blood. On a hit, the target takes normal damage plus an additional 2d8 acid damage. ACTIONSMultiattack. Kechizu makes two attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and 4 (1d8) necrotic damage. Darkened Blood Manipulation.
BONUS ACTIONSMartial Arts. When Kechizu uses his action to make an unarmed strike, as a bonus action he can make another one or a one-handed weapon attack. Cursed Blast of Blows. After taking the Attack action on his turn, Kechizu can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Kechizu can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Kechizu 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. Decay (4 cursed energy). Kechizu can target a creature that has failed a saving throw against his Rot Technique or a feature from this technique has hit them in the last minute. He covers them in a floral pattern known to kill opponents in minutes. They must make a DC 14 Constitution saving throw at the beginning of their turns, receiving 3d8 acid type damage on failure and half that on success. When targeted this way, the Rot Technique instead reduces a creature's maximum Hit Points by the damage it deals, at the end of a long rest the creature's maximum Hit Points return to normal. Kechizu must spend 2 Cursed Energy at the beginning of his turns to keep it active. This technique can only be deactivated if Kechizu falls unconscious or if he deactivates it at will. Kechizu may target up to 3 creatures with this feature. Reconstructive Blood. Kechizu can use his blood as a method of reconstructing his own limbs. For an amount of Cursed Energy depending on the limb and an equal amount of blood points, Kechizu can recreate a lost limb by making a blood copy of it. It works exactly the same as the original, but every creature he touches or hits with it suffers from his Rot Technique feature. The limb lasts for 1 minute, after which it is destroyed.
REACTIONSBlood Shield (8 cursed energy, 6 blood points). Kechizu can create a protective barrier of his blood. When Kechizu is hit by a melee attack, he can form a shield of blood that absorbs damage equal to the total amount spent times 1. If the shield absorbs all damage, the attacker must make a Constitution saving throw. On a failure, they take 3d8 acid damage and are poisoned. On a success, they take half the damage and are not poisoned. |
Jujutsu Sorcerer. Kechizu has 6 levels in the Jujutsu Sorcerer class. Rot TechniqueBlood Points. Kechizu's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Kechizu uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Kechizu may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique. Blood Crystalization. Kechizu will gain resistance to acid damage when he activates his Cursed Armor, and is also able to spend Blood Points instead of Cursed Energy to activate it, spending 2 Blood Points per 1 Cursed Energy. When he deals damage with his Cursed Strikes or Curse-Empowered Strikes features, he may change it's damage type to acid. In addition, while his Cursed Energy Armor is activated his unarmed strike damage die tier is increased by 1. Water Dilution. Kechizu's mastery over rot technique is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Blood Lance, Rotting Surge, Blood Spit, Blood Shield and Reconstructive Blood for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens. Cursed Techniques. When a feature refers to Kechizu's cursed techniques, it refers to Blood Lance, Rotting Surge, Blood Spit, Blood Shield, Decay, Rot Technique, Crimson Augment, Blood shield and Reconstructive Blood. Kechizu's Feats. Athlete History, Resilient, 50 Meters in 3 Seconds!, Strong Body. Immense Cursed Energy, Overflowing Cursed Energy, Improved Durability. This creature uses the Improved Durability rule. |
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