Kokichi Muta (Jujutsu Kaisen Supplement)

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Kokichi Muta[edit]

Medium (Human), chaotic neutral


Armor Class 16
Hit Points 18 (36d4 -72)
Speed 10 ft.


STR DEX CON INT WIS CHA
4 (-3) 4 (-3) 6 (-2) 26 (+8) 14 (+2) 14 (+2)

Saving Throws Int +14, Cha +8
Proficiency Bonus +6
Senses passive Perception 18
Languages common
Challenge 18 (20,000 XP)


Cursed Energy. Kokichi has 93 Cursed Energy they can expend in their features. Every cursed energy used will be spent, with Kokichi only regaining it after they take a long rest.

Cursed Armor. Kokichi can spend up to 8 cursed energy to give themself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Kokichi can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0.

Puppet Stockpile. Kokichi has 20 basic puppets, 1 Ultimate Mechamaru puppet and 1 Ultimate Mechamaru Puppet - Mode:Absolute.

Heavenly Blessing. As a result of his heavenly restriction Kokichi can spend up to an additional 17 cursed energy on features which have ranged cursed energy costs (applied). Additionally, Kokichi's technique range is increased by 528,000 feet. Any puppets in this range can spend cursed energy from Kokichi's pool instead of their own.

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

Cursed Energy Recovery. While in combat, Kokichi regains 1 cursed energy at the beginning of their turns, up to their maximum. The combat must be one where Kokichi's life is at risk.

Discernment. Whenever Kokichi makes a Intelligence saving throw, they take half as much damage on a failure and no damage on a success.

50 Meters in 3 Seconds! Kokichi has two reactions per round.

Cursed Energy Tracker Kokichi knows when any creature they can see spends cursed energy and how much they spend when doing so. Kokichi may make a Perception check (no action required), adding a +8 to said check, to see if there are any remains of cursed energy in the place the creature they're tracking is at, and if Kokichi succeeds, they know exactly who the energy is from. In case Kokichi does not know who the person is, then they can only track down where the cursed energy trail leads them to. The DC is equal to the cursed energy DC of the creature Kokichi is trying to track.

Cursed Corpse Creator. Kokichi can make Puppets of any size ranging from Tiny to Gargantuan.

Puppet Manipulation. Kokichi can control up to 12 puppets at once for no action cost.

ACTIONS

Multiattack. Kokichi can make three attacks.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d12-3) bludgeoning damage plus 6 (1d12) necrotic damage.

Exorcise Kokichi can automatically destroy a cursed spirit within 30 ft. of themselves that they can see that has a CR equal to or lower than 3.

Basic Barrier (1-8 Cursed Energy): Kokichi can spend up to 8 Cursed Energy, creating a dome starting from themselves 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 Kokichi may choose to make it smaller if they wish. 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 8 minutes, and Kokichi can deactivate their basic barrier as will (no action required).

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

Kokichi 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.

Kokichi's curtain lasts for 80 minutes, and the curtain has 40 Hit Points. This barrier has an AC of 24 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

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

BONUS ACTIONS

Martial Arts. Whenever Kokichi makes one unarmed strike on their turn, they can make one unarmed strike.

Cursed Blast of Blows (1 Cursed Energy): Immediately after taking the attack action, Kokichi can make three unarmed strikes.

Cursed Patient Defense (3 Cursed Energy): Kokichi can take the dodge action.

Cursed Wind Step (3 Cursed Energy): Kokichi can take the dash or disengage action.

Cursed Energy Tracker Kokichi can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces Kokichi to make a save using its cursed technique or makes a cursed energy attack roll against Kokichi using its cursed technique they must roll Stealth, using Intelligence instead of Dexterity, against Kokichi's Perception (+8). If Kokichi wins, they get advantage on the saving throw, or the attack roll is made with disadvantage.

Puppet Recharge. Kokichi may transfer cursed energy from his pool to his puppets up to their maximum.


image-2025-02-07-002828416.png
Kokichi Muta

Kokichi Muta is a Kyoto student cursed with a body of glass bones and paper skin, however in return for this curse he has received a blessing, the blessing manifests as technique range allowing Mechamaru to use his technique across the entirety of Japan allowing his puppets to move freely across the country.

Jujutsu Sorcerer.

Kokichi has 18 levels in the Jujutsu Sorcerer class.


Kokichi Muta's Feats.

Cursed Energy Heavenly Restriction, 50 Meters In 3 Seconds!, Cursed Energy Tracker, Basic Barrier, New Shadow Style:Simple Domain, Simple Domain Imbuement, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Corpse Creator .


Improved Durability. This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.

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Ultimate Mechamaru[edit]

medium construct (Cursed Corpse), chaotic good


Armor Class 22
Hit Points 413 (90d8 +8)
Speed 70ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 26 (+8) 14 (+2) 12 (+1)

Saving Throws Str +10, Int +14
Skills Acrobatics +10, Athletics +10, Perception +8
Proficiency Bonus +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses passive Perception 18
Languages
Challenge 12 (8,400 XP)


Cursed Energy. Mechamaru has 100 cursed energy that it can use to fuel its abilities. It's cursed energy can be restored by Kokichi as an action.

Magic Weapons. The Mechamaru's weapon attacks are magical.

Level 4 Sensor System (Grade 1). Mechamaru has hi-res vision that also has darkvision capabilities(60 feet), high-fidelity audio, advanced olfactory sensors, and advanced pressure sensors that replicate human touch. This sensor system gives Mechamaru a +6 to any skill checks using it. It has audio, visual, olfactory, and tactile senses. (Not applied)

Cursed Energy Tracker Mechamaru knows when any creature they can see spends cursed energy and how much they spend when doing so. Kokichi may make a Perception check (no action required), adding a +8 to said check, to see if there are any remains of cursed energy in the place the creature they're tracking is at, and if Kokichi succeeds, they know exactly who the energy is from. In case Kokichi does not know who the person is, then they can only track down where the cursed energy trail leads them to. The DC is equal to the cursed energy DC of the creature Mechamaru is trying to track.

Cursed Strikes. Mechamaru can spend up to 6 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to its attack per Cursed Energy spent. Mechamaru 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 it hits a target or until 1 minute passes.

50 Meters In 3 Seconds! Mechamaru has two reactions per round.

Cursed Armor. Mechamaru can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Mechamaru can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

ACTIONS

Multiattack. Mechamaru makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 +6) bludgeoning damage.

Ultra Cannon (5-22 cursed energy). Mechamaru can shoot this beam of cursed energy. Creatures in a 60ft line must make a DC22 Dexterity saving throw, taking 1d10 necrotic damage per cursed energy spent on a failure. On a success, they take half as much damage.

Ultimate Cannon (10-27 cursed energy). Mechamaru uses his ultimate cannon. Creatures in a 120ft line must make a DC22 Dexterity saving throw, taking 12d10 +xd10 (where x is the amount of cursed energy spent above 10) necrotic damage on a failure and half as much on success.

BONUS ACTIONS

Sword Option. Mechamaru can use Ultra Spin by spinning its arm like a drill. This raises the damage of the arm by two tiers (2d6) and changes the damage to piercing. If the corpse has boost on they can use it at the same time to do an extra 1d6 piercing damage per 10ft traveled at the target, to a maximum of 200 feet.

Ultra Shield. Mechamaru can now turn his forearm into a spiked shield. This grants them a +2 bonus to their AC and when hit by a melee attack the attacker takes 1d6 piercing damage.

Boost On. Mechamaru can dash up to his movement speed, but instead of walking it can fly.

Mode:Albatross (2 cursed energy). Mechamaru can activate this mode for 1 minute. In this mode, he gains a new attack called Ultimate Cannon.

Cursed Energy Tracker Kokichi can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces Kokichi to make a save using its cursed technique or makes a cursed energy attack roll against Kokichi using its cursed technique they must roll Stealth, using Intelligence instead of Dexterity, against Kokichi's Perception (+8). If Kokichi wins, they get advantage on the saving throw, or the attack roll is made with disadvantage.


image-2025-02-07-160000380.png
Mechamaru Proclaiming his grade

Mechamaru's Feats.

50 Meters In 3 Seconds!, Athlete History, Cursed Energy Tracker.

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Kokichi Muta (Healed)[edit]

Medium (Human), chaotic neutral


Armor Class 20
Hit Points 234 (36d8 +72)
Speed 65 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 26 (+8) 14 (+2) 14 (+2)

Saving Throws Int +14, Cha +8
Proficiency Bonus +6
Senses passive Perception 18
Languages common
Challenge 20 (25,000 XP)


Cursed Energy. Kokichi has 93 Cursed Energy they can expend in their features. Every cursed energy used will be spent, with Kokichi only regaining it after they take a long rest.

Cursed Armor. Kokichi can spend up to 8 cursed energy to give themself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Kokichi can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0.

Puppet Stockpile. Kokichi has 20 basic puppets, 1 Ultimate Mechamaru puppet and 1 Ultimate Mechamaru Puppet - Mode:Absolute.

Heavenly Blessing. As a result of his heavenly restriction Kokichi can spend up to an additional 17 cursed energy on features which have ranged cursed energy costs (applied). Additionally, Kokichi's technique range is increased by 528,000 feet. Any puppets in this range can spend cursed energy from Kokichi's pool instead of their own.

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

Cursed Energy Recovery. While in combat, Kokichi regains 1 cursed energy at the beginning of their turns, up to their maximum. The combat must be one where Kokichi's life is at risk.

Discernment. Whenever Kokichi makes a Intelligence saving throw, they take half as much damage on a failure and no damage on a success.

50 Meters in 3 Seconds! Kokichi has two reactions per round.

Cursed Energy Tracker Kokichi knows when any creature they can see spends cursed energy and how much they spend when doing so. Kokichi may make a Perception check (no action required), adding a +8 to said check, to see if there are any remains of cursed energy in the place the creature they're tracking is at, and if Kokichi succeeds, they know exactly who the energy is from. In case Kokichi does not know who the person is, then they can only track down where the cursed energy trail leads them to. The DC is equal to the cursed energy DC of the creature Kokichi is trying to track.

Cursed Corpse Creator. Kokichi can make Puppets of any size ranging from Tiny to Gargantuan.

Puppet Manipulation. Kokichi can control up to 12 puppets at once for no action cost.

ACTIONS

Multiattack. Kokichi can make three attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.

Exorcise Kokichi can automatically destroy a cursed spirit within 30 ft. of themselves that they can see that has a CR equal to or lower than 3.

Basic Barrier (1-8 Cursed Energy): Kokichi can spend up to 8 Cursed Energy, creating a dome starting from themselves 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 Kokichi may choose to make it smaller if they wish. 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 8 minutes, and Kokichi can deactivate their basic barrier as will (no action required).

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

Kokichi 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.

Kokichi's curtain lasts for 80 minutes, and the curtain has 40 Hit Points. This barrier has an AC of 24 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

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

BONUS ACTIONS

Martial Arts. Whenever Kokichi makes one unarmed strike on their turn, they can make one unarmed strike.

Cursed Blast of Blows (1 Cursed Energy): Immediately after taking the attack action, Kokichi can make three unarmed strikes.

Cursed Patient Defense (1 Cursed Energy): Kokichi can take the dodge action.

Cursed Wind Step (3 Cursed Energy): Kokichi can take the dash or disengage action.

Cursed Energy Tracker Kokichi can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces Kokichi to make a save using its cursed technique or makes a cursed energy attack roll against Kokichi using its cursed technique they must roll Stealth, using Intelligence instead of Dexterity, against Kokichi's Perception (+8). If Kokichi wins, they get advantage on the saving throw, or the attack roll is made with disadvantage.

Puppet Recharge. Kokichi may transfer cursed energy from his pool to his puppets up to their maximum.


image-2025-02-08-223421012.png
Kokichi Muta after making a deal with Mahito Source:https://uk.pinterest.com/pin/808466570612546898/

Kokichi Muta is a Kyoto student cursed with a body of glass bones and paper skin, however in return for this curse he has received a blessing, the blessing manifests as technique range allowing Mechamaru to use his technique across the entirety of Japan allowing his puppets to move freely across the country. Now that his body has been fixed he is now without detriment and free to join his classmates in person.

Jujutsu Sorcerer.

Kokichi has 18 levels in the Jujutsu Sorcerer class.


Kokichi Muta's Feats.

Cursed Energy Heavenly Restriction, 50 Meters In 3 Seconds!, Cursed Energy Tracker, Basic Barrier, New Shadow Style:Simple Domain, Simple Domain Imbuement, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Corpse Creator .


Improved Durability. This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.

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Basic Puppet[edit]

medium construct (Cursed Corpse), chaotic good


Armor Class 21
Hit Points 231 (50d8 +6)
Speed 60ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 26 (+8) 14 (+2) 12 (+1)

Saving Throws Str +9, Int +14
Skills Acrobatics +9, Athletics +9, Perception +8
Proficiency Bonus +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses passive Perception 18
Languages
Challenge 12 (8,400 XP)


Cursed Energy. The Basic Puppet has 100 cursed energy that it can use to fuel its abilities. It's cursed energy can be restored by Kokichi as an action.

Magic Weapons. The Basic Puppet weapon attacks are magical.

Level 3 Sensor System (Grade 2). The Basic Puppet now has hi-res vision, high-fidelity audio, advanced olfactory sensors, and simple pressure sensors that allow the corpse to feel. This sensor system gives The Basic Puppet a +4 to any skill checks using it. It has audio, visual, olfactory, and tactile senses. (Not applied)

Cursed Strikes. Mechamaru can spend up to 6 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to its attack per Cursed Energy spent. Mechamaru 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 it hits a target or until 1 minute passes.

ACTIONS

Multiattack. Mechamaru makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) bludgeoning damage.


image-2025-02-08-231035464.png
Mechamaru controlling multiple of his Basic Puppets
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Ultimate Mechamaru-Mode:Absolute[edit]

Gargantuan construct (Cursed Corpse), chaotic good


Armor Class 22
Hit Points 1694 (160d20 +14)
Speed 120ft.


STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 24 (+7) 26 (+8) 14 (+2) 12 (+1)

Saving Throws Str +13, Dex +13, Con +13
Skills Acrobatics +13, Athletics +19, Intimidation +7, Perception +14
Proficiency Bonus +6
Damage Resistances non-magical slashing, piercing and bludgeoning
Damage Immunities Poison
Condition Immunities Poisoned
Senses passive Perception 18
Languages
Challenge 22 (41,000 XP)


Cursed Energy. Mechamaru has 1000 cursed energy from its core and 591480 from Kokichi's stockpiled cursed energy that it can use to fuel its abilities. It's cursed energy can be restored by Kokichi as an action.

Simple Domain Ammunition. Mechamaru has 6 pieces of simple domain imbued ammunition that can be fired via the Finger Cannon feature.

Magic Weapons. Mechamaru's weapon attacks are magical.

Level 5 Sensor System (Special Grade). Mechamaru has hi-res vision that also has darkvision capabilities(120 feet), a full frequency hearing system, a sophisticated olfactory sensor, advanced pressure sensors, and a multiband radar. This sensor system gives the corpse a +10 to any skill checks using it as well as a +1 to initiative and attack rolls as it can now detect enemies better. It has audio, visual, olfactory, and tactile senses. (Not applied)

Cursed Energy Tracker Mechamaru knows when any creature they can see spends cursed energy and how much they spend when doing so. Kokichi may make a Perception check (no action required), adding a +8 to said check, to see if there are any remains of cursed energy in the place the creature they're tracking is at, and if Kokichi succeeds, they know exactly who the energy is from. In case Kokichi does not know who the person is, then they can only track down where the cursed energy trail leads them to. The DC is equal to the cursed energy DC of the creature Mechamaru is trying to track.

Cursed Strikes. Mechamaru can spend up to 6 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to its attack per Cursed Energy spent. Mechamaru 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 it hits a target or until 1 minute passes.

50 Meters In 3 Seconds! Mechamaru has two reactions per round.

Cursed Armor. Mechamaru can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Mechamaru can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Kyoto Improvements. Mechamaru has the following improvements:

  • Stronger Cursed Strikes. Creatures of Mechamaru's choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect.
  • Durable Cursed Armor. Mechamaru's armor now also grants him a damage reduction equal to 16.

Damage Reduction Upgrade. Mechamaru reduces all damage but psychic or thunder by 35, although cursed attacks or magic can bypass through it. (Unless if it is under the effect of cursed armor). When combined with Kyoto improvements the Puppet has a damage reduction of 51 on its cursed armor.

Mode:Absolute. Kokichi may pilot the mech from the inside causing all attacks directed at him to be directed at Mechamaru instead.

Colossal Physique.

  • Mechamaru counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Mechamaru can add his proficiency to all Strength checks he makes.
  • Once per turn as part of a successful melee attack, Mechamaru can force the creature hit to make a DC 22 Strength saving throw. On a failure, they are knocked back 70ft. in a direction of his choice.
  • If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Mechamaru makes a Strength check or saving throw, Mechamaru can give himself advantage on the roll. He can do this 7 times per long rest.

Heavy Finisher. Once per round as part of hitting a melee attack, Mechamaru can spend up to 8 cursed energy to make his target make a DC 22 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back 20 times his Strength modifier + the amount of energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a DC22 Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

Mechamaru can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, Mechamaru can spend up to 8 cursed energy to force his target to make a DC 22 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Mechamaru's next turn. If they fail by 5 or more, they are also Confused until the beginning of his next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

ACTIONS

Multiattack. Mechamaru makes 4 attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 18 (2d10 +7) bludgeoning damage plus 6 (1d12) necrotic damage.

Ultra Cannon (20-54). Mechamaru fires his ultra cannon. Creatures in a 120ft line must make a DC22 Dexterity saving throw, taking 15d10 necrotic damage plus 1d10 necrotic damage for every 2 cursed energy spent above 20 on a failure. On a success, they take half as much damage.

Miracle Cannon (30-81). Mechamaru can select a point within 15ft of it. At that point, a 30ft radius and 20ft tall column of energy erupts. Creatures in the area must make a DC22 Constitution saving throw or take 25d12 necrotic damage plus 1d12 necrotic damage for every 3 cursed energy spent above 30 on a failure. On a success, they take half as much.

Pigeon Viola (40-890). Mechamaru can now fire out 5 beams of cursed energy. The corpse can fire these beams off at an enemy within 100ft. Mechamaru needs to make 5 cursed energy attack rolls, one for each beam. On a hit, they deal 12d12 necrotic damage plus 1d12 (per beam) for every 50 cursed energy spent above 40.

Finger Cannon (2-19 cursed energy). Mechamaru can shoot a gun inside of its finger at an enemy within 60ft. He must make a cursed energy attack roll dealing 6d8 piercing damage on a hit. The ammo used in this attack can be imbued with simple domain. Additionally, Mechamaru may use additional cursed energy to increase the speed of the projectile adding 1d8 damage per cursed energy spent.

BONUS ACTIONS

Explosive Blow (8,10,14 cursed energy). Mechamaru can concentrate on channeling a very condensed portion of his cursed energy into his limbs for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If he receives damage from any source, he must make a Constitution saving throw against a DC of 10 or half the damage taken whichever is higher to keep concentrated. Alternatively, as a bonus action when he lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that he uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back 80ft. in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of his attack’s damage roll instead.

Cursed Energy Tracker Kokichi can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces Kokichi to make a save using its cursed technique or makes a cursed energy attack roll against Kokichi using its cursed technique they must roll Stealth, using Intelligence instead of Dexterity, against Kokichi's Perception (+8). If Kokichi wins, they get advantage on the saving throw, or the attack roll is made with disadvantage.


image-2025-02-09-002755175.png
Kokichi's trump card debuts.

Mechamaru's Feats.

50 Meters In 3 Seconds!, Athlete History, Colossal Physique, Heavy finisher Cursed Energy Tracker.

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