Larue (Jujutsu Kaisen Supplement)
Larue[edit]
Medium humanoid (Human), neutral evil Armor Class 18 (natural armor)
Saving Throws Str +9, Cha +9 Cursed Energy. Larue has 31 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest. Cursed Energy Recovery. While in combat, Larue regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk. Cursed Armor. Larue can spend up to 3 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Larue can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Endurance. When Larue makes a Constitution saving throw,he takes half as much damage on a failure and no damage on success ACTIONSUnarmed Strike. Melee weapon attack +9 to hit, reach 5ft., one target. Hit 10 (1d12+4) bludgeoning damage and 4 (1d8) necrotic damage Hand Creation (1+ Cursed Energy).For up to 2 cursed energy, Larue may create a hand. The hand lasts for 1 minute or until he dismisses it. This hand is small sized. This hand can pick up and manipulate small or smaller-sized objects or creatures. it can manipulate an object, open an unlocked door or container, grab items, and attack with a weapon. When attacking with the hand, make a melee cursed energy attack roll against the target's AC, dealing the held weapons damage on a hit. When controlling the hand you can move it up to 30 feet. The AC of this hand is 10 and has hit points equal to 10 times the cursed energy spent. the maximum the hand can carry is 15 pounds. When Larue's hand takes damage you take 1/10th rounded down. Improved Hand Creation (1+ Cursed Energy). Larue can now spend up to 4 cursed energy to make a medium sized hand, This hand still lasts for 1 minute or until dismissed and has all the same actions as before but can now grapple large or smaller creatures. Larue may also attack without a weapon using this bigger hand. The same rules apply as an attack with a weapon, but now it deals Larue's unarmed strike damage and does not need to be holding a weapon. When attempting to grapple an enemy, they must make an Athletics or Acrobatics check against your hand's Athletics check using Charisma instead of Strength Once a creature is grappled the hand can freely move them around. A creature can try to break free from the grapple at the end of its turns. In addition the hand has an AC of 10 plus the energy spent and an HP of 10 times the energy spent. IT also has a movement speed of 60 feet now. The carry weight of the hand also increases to 30 pounds Expert Hand Creation (1+ Cursed Energy).Larue can now spend up to 8 cursed energy to make a large sized hand. its movement is increased to 90 feet. If Larue punches using this hand it also now deals two rolls of Larue's unarmed strike damage. Larue also gains access to a new attack with his hand. Larue can now push back enemies and slam them into the surface within range. Grand Slam (8 Cursed Energy).When his large hand is summoned Larue may slam a creature. The Targeted creature must make a Strength saving throw, or it is pushed taking 19d12 damage. On success they can resist the slam and take half as much damage. Cutie Honey (10 Cursed Energy). If Larue has grabbed a creature with his summoned hands before, He can force them as long as they are within 90ft. to make a Charisma saving throw. On a failure, the creature's eyes turn into hearts and they are forced to look at Larue leaving them unable to react to anyone's action's besides Larue's. They are left this way until the beginning of their next turn. On a success, they are not effected. BONUS ACTIONSMartial Arts. When Larue uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or a melee weapon attack as a bonus action. Hand Control. Larue can control his summoned hand. Hand Fling (3 Cursed Energy). Larue can fling a grappled creature up to 60ft.The Creature takes 7d8 upon landing after being thrown. Larue may also throw willing creatures to up to half the range without taking damage. If Larue wants to throw a willing creature further they will take damage. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action on his turn, Larue can perform 2 unarmed strikes as a bonus action Cursed Patient Defense (3 Cursed Energy). Larue can take the Dodge action as a bonus action on his turn. Cursed Wind Step (3 Cursed Energy). Larue can take the Disengage or Dash action as a bonus action on her turn, and his jump distance is doubled until the end of her turn REACTIONSHand Fling (4 Cursed Energy). When an ally or himself is targeted by an attack Larue can fling them out of harm's way, Larue may fling the creature up to the safe range of his hand fling. |
Jujutsu Sorcerer. Larue has 14 levels in the Jujutsu Sorcerer class.
Athlete History, Resillientx2, Strong Body Improved Durability. This creature uses the Improved Durability rule. |
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