Kechizu (Jujutsu Kaisen Supplement)

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Kechizu (WIP)[edit]

Medium undead (death painting), lawful neutral


Armor Class 20 (unarmored defense)
Hit Points 216 (12d10 + 150)
Speed 75 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Str +9, Con +9, Cha +7
Skills Acrobatics +6, Athletics +9, Intimidation +7
Senses passive Perception 18
Languages Common
Challenge 10 (5,900 XP)


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

Poisonous 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).

ACTIONS

Multiattack. Kechizu makes two attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and 4 (1d8) necrotic damage.

BONUS ACTIONS

Martial 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.


image-2024-11-21-000328532.png
Kechizu

Jujutsu Sorcerer.

Kechizu has 6 levels in the Jujutsu Sorcerer class.

Rot Technique

Blood 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 Crimson Binding, Slicing Exorcism, Blood Spit, Blood Tital Wave and Convergence 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 Choso's cursed techniques, it refers to Blood Crystalization, Crimson Binding, Slicing Exorcism, Blood Weight Blood Spit, Flowing Red Scale, Convergence, Piercing Blood, Blood Rain, Blood Terrain Infusion, Blood Wave, Blood Spikes, Blood Caltrops, Blood Shield, Blood Meteorite, Blood Edge and Supernova.

Choso's Feats.

Athlete History, Resilient, 50 Meters in 3 Seconds!

Cursed Martial Artist, Taijutsu Sorcery

Energy to Blood, Blood Edge, Supernova

Dense Cursed Energy, Immense Cursed Energy, Overflowing Cursed Energy,

Improved Durability.

This creature uses the Improved Durability rule.

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