Kurourushi (Jujutsu Kaisen Supplement)

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Kurourushi[edit]

Medium undead (cursed spirit), neutral evil


Armor Class 22 (20 if at 0 cursed energy) (Natural Armor)
Hit Points 420 (40d8 + 240)
Speed 135 ft., fly 195 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 20 (+5)

Saving Throws Str +8, Dex +11, Con +9, Cha +11
Skills Acrobatics +11, Athletics +8, Intimidation +11, Perception +7
Damage Vulnerabilities radiant
Damage Resistances Bludgeoning, slashing, piercing, from non-magical attacks, psychic
Damage Immunities poison
Senses Darkvision 80 ft., passive Perception 17
Languages Common
Challenge 20 (25,000 XP)


Pharthenogenesis. Flesh devoured by the cursed cockroaches simulate the Kurourushi's pharthenogenesis process. For every 20 damage dealt by the cursed cockroaches the Kurourushi summon another swarm. For every 100 deal by the cursed cockroaches a clone of Kurourushi appears. This clone activates when the original dies.The clone has the same stats as the original

Cursed Energy. Kurourushi has 127 cursed energy that it can use to fuel it's abilities. All of its cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. Kurourushi regains 2 cursed energy at the beginning of each of it's turns.

Endurance. Whenever Kurourushi makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

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

Hard to Kill(2/Long Rest). If Kurourushi is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill him outright. It may recharge one use of this over the course of a short rest.

Famous Name. Whenever Kurourushi rolls initiative, they may force every hostile creature that can see them to make a DC 24 Wisdom saving throw. On a failure, they are frightened of it 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.

Sadism. Whenever Kurourushi deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20.

Secondary Arms. Kurourushi counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it have these secondary arms. It can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using its arms has its damage die reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, it may reduce the action cost of a technique feature by 1.

Strengthen Wings. Whenever Kurourushi is falling and is not incapacitated, it can subtract up to 100 feet from its fall when calculating its fall damage and can move horizontally 2 feet for every 1 foot it falls.

Fearsome Appearance. Kurourushi gains advantage on all checks and saves to resist the Frightened condition. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation.

Improved Body Functions. All radiant damage that Kurourushi receives is reduced by 22.

Cursed Armor. Kurourushi can spend up to 6 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Kurourushi can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.(No action required)

Curse-Empowered Strikes. Kurourushi’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included).

Cursed Energy Reinforcement.

  • When Kurourushi makes a Strength, Dexterity or Constitution ability check, it may add its Charisma modifier to it.
  • When calculating its jump distance and height, it may add its Charisma score when calculating distance and modifier when calculating height. Additionally its jump distance and height are doubled.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Kurourushi can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 2. 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 30 ft.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 6 rounds.

Shikigami Battle Master. While Kurourushi is within 10 ft. of one of its shikigami, it may give itself or one of its shikigami advantage on an attack. If it or any of its shikigami attack that same target during this turn it will also gain advantage on those attacks as well.

Chanting Shikigami. Kurourushi may now use Chanting in combination with its shikigami. When chanting and using its shikigami, they will gain the following bonuses.

  • The fly speed of the shikigami doubles
  • The damage dice of the goop doubles
  • The range of the goop explosion increases to within 10ft

Empowered Shikigami. Whenever Kurourushi summons a Nutshell Shikigami, their Strength, Dexterity and Constitution scores increase by 6 and their flying speed increases by 60 feet.

Additionally, the Nutshell Shikigami now has a more potent goop contained in its nutshell-like pouch. The Dexterity saving throw is transformed into a Constitution saving throw, the goop now does 108 (24d8) Acid damage when the shikigami is killed alongside blinding them. In addition, the save DC to not be affected by the goop is increased by 12. Whenever a creature fails the first Constitution saving throw, they must also make a second Constitution saving throw. If they fail, they receive Second Degree Burns.

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

Untraceable Speed(8/round). Whenever Kurourushi takes a reaction, it may move up to 100 feet as a part of the reaction. This movement cannot be used to exit domains.

Strong Body. Kurourushi reduces all non-magic damage it takes but psychic by 8. This also affects magical damage if it is using cursed armor.

Acrobatic Fighter. Whenever Kurourushi makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, it may use it to leverage a powerful attack against its opponent, dealing an additional damage die of its unarmed strike on a hit. If there are not any solid surfaces, Kurourushi may use half of its movement speed to drop to the ground on his hands, extending its legs up and making a powerful kick. Also, once per turn, whenever Kurourushi falls onto a creature, it can make a DC 10 Acrobatics check. On a success, it may make one unarmed strike against that creature.

Taijutsu Sorcery. Once per turn, Kurourushi can make an unarmed strike with advantage. If it already had advantage on an unarmed strike, it raises the critical hit range for the attack by 1.

Cursed Weapon Wielder. If Kurourushi rolls a natural 20 on the attack roll for a Cursed Tool, it can make one additional weapon attack with advantage as apart of its attack using the same Cursed Tool that it scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if it would score a natural 20 on the attack roll for the attack.

Legendary Resistance (3/Day). If Kurourushi fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Kurourushi makes three attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (1d12+8) bludgeoning damage + 13 (2d12+3) Necrotic damage. If Kurourushi has 0 Cursed Energy, it instead has a +11 to hit and the Necrotic damage decreases to 11 (2d12).

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (1d12+8) piecing damage + 14 (2d12+3) Necrotic damage. If Kurourushi has 0 Cursed Energy, it instead has a +11 to hit and the Necrotic damage decreases to 11 (2d12).

The target must also make a DC 16 Strength saving throw or become grappled. They have disadvantage on breaking grapples with Kurourushi while grappled this way. It may only have one creature grappled this way at a time.

Festering Life Sword Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (1d12+12) slashing damage plus 27 (2d6+9+2d12) necrotic damage. If Kurourushi has 0 Cursed Energy, it instead has a +11 to hit and the Necrotic damage decreases to 24 (2d6+6+2d12).

This attack has its critical hit range increased by 1.

In addition, Kurourushi can launch an egg into someone as a part of an attack, once per turn. Doing this deals an extra 27 (6d8) necrotic damage as the hatches out of the target and creates a Larva. Leaving this larva alone for 1 full turn gives it time to evolve into a Nutshell Shikigami. To prevent this evolution, the target must kill the larva. There are 6 eggs in the sword. It can spend 15 cursed energy to refill all 6.

Create Cursed Cockroaches (4 Cursed Energy) Kurourushi summons a swarm of cockroaches. The swarm appears within 5 feet of Kurourushi.

Sack Overflow (4 Cursed Energy). For no action required whenever a creature enters the range of a Nutshell Shikigami or the Nutshell Shikigami enters the reach of a creature, Kurourushi can make their sacks explode, killing them instantly but causing the normal effects. When the explosion is caused this way, the range is increased to 10 feet.

Devouring Swarm (2-12 Cursed Energy). While Kurourushi has at least two swarm of cockroaches within 5 feet of each other, it may spend up to 12 cursed energy to combine them together into a Devouring Swarm. For each swarm added, the Devouring Swarm adds its hit dice again and can do another bite attack. For example, a Devouring Swarm with three swarms added would have 30 hit dice and could make three bite attacks. Additionally, every two swarms added increases the size category of the Devouring Swarm.

If the Devouring Swarm is large sized or larger, then Kurourushi may stand and ride on top of it.

BONUS ACTIONS

Taijutsu Sorcery. Whenever Kurourushi uses the Attack action with an unarmed strike or martial weapon on its turn, it can make one unarmed strike, Life Fettering Sword attack, bite attack, shove, or grapple as a bonus action.

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

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

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

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

Cursed Weapon Enhancement. As a bonus action, Kurourushi can spend up to 6 Cursed Energy to add to its melee weapon damage rolls for 1 minute. Whenever it hits a target with its weapon, the target takes extra 12 Necrotic Damage.

Earthen Insect Trance (1 Cursed Energy). As a bonus action for 1 cursed energy, Kurourushi may summon up to 2 Nutshell Shikigami within 5ft of itself.

Kurourushi cannot have more Nutshell Shikigami than 7 at once.

REACTIONS

Cursed Enhanced Body. Whenever Kurourushi makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to its Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw. Kurourushi has an additional reaction dedicated to this feature.


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

Taijutsu Sorcery. After taking the Attack Action on its turn, Kurourushi may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against it, it may make 1 Melee attack against a creature within range.

LEGENDARY ACTIONS

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

Festering Life Sword. Kurourushi makes one attack with his Festering Life Sword.

Regenerate. Kurourushi uses Advanced Regeneration.

Create cursed cockroaches Kurourushi uses Create Cursed Cockroaches.

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Kurourushi, a Cursed Spirit of Special Grade[[1]]

Kurourushi was a special grade cockroach cursed spirit released from Kenjaku's Cursed Spirit Manipulation in order to participate in the Culling Game as a player. It was exorcised in a fight by Yuta Okkotsu.

Chanting

Kurourushi is capable of making recitations of chanting with its cursed technique.

Kurourushi may choose one of its Innate Technique features and recite one of its chants as an Action. The next time it uses that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of its choice:

  • Its technique will ignore resistances and treat immunities as resistances.
  • It may double the original Range, Width, or Radius of its Technique.
  • It may triple the original Range, Width, or Radius of its Technique. (It must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. It also raises the DC by its proficiency bonus for that saving throw.
  • If its Innate Technique feature has it make an attack roll, it gains advantage on that attack roll and may add its proficiency bonus to that roll an extra time.
  • The cost of its Innate Technique feature is halved.
  • Its Innate Technique will ignore all forms of cover.
  • Its Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced it will gain an extra Reaction specifically for that feature. (It must be Complex Chanting in order to apply this bonus)
  • The duration of its Innate Technique feature is doubled.
  • The duration of its Innate Technique feature is tripled. (It must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (It must be Complex Chanting in order to apply this bonus).
  • The cost of its Innate Technique feature is reduced to ¼. (It must be Complex Chanting in order to apply this bonus)(It must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If its Innate Technique feature would force its opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (It must be Complex Chanting in order to apply this bonus).
  • If its Innate Technique feature would have it make an Attack roll, it may roll 3 dice instead of 1 and take the highest result for the roll. (It must be Complex Chanting in order to apply this bonus).

Every subsequent turn it spends its Action chanting the technique it will gain another two bonuses of its choice. The chanted technique may only have a number of bonuses applied to it equal to 7. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round it spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage).

Rather than using an action, it can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Full Round Action. When Chanting in this manner it may add four bonuses from the above list to the chanted technique, and every subsequent turn it spends a Full Round Action chanting the technique in this way it will gain four more bonuses of its choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round it spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage).

While Chanting or Complex Chanting it must maintain concentration as if maintaining concentration on a spell.

If its Innate Technique feature that benefits from Chanting allows it to make more than one attack roll or forces a target to make more than one save or has multiple ranges, it may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique it would have to add that bonus to that part as well). It cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. It cannot apply the benefits of Chanting towards a Domain Expansion.


Curse Biology Traits

When a feature refers to Kurourushi's curse biology, it refers to Parthenogenesis, Create Cursed Cockroaches, and Devouring Swarm.

Cursed Technique

When a feature refers to Kurourushi's cursed technique, it refers to Chanting Shikigami, Empowered Shikigami, Earthen Insect Trance, and Sack Overflow.

Feats

Special Grade Curse Spirit.

Athlete History, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Taijutsu Sorcery, Shikigami Battle Master.

Cursed Weapon Wielder.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Manipulatior, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Chanting.

Improved Durability.

This creature uses the Improved Durability rule.

5.00
(one vote)

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