Maki Zenin, Perfect Preparation (Jujutsu Kaisen Supplement)

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Maki Zenin[edit]

Medium humanoid (human), neutral good


Armor Class 24 (unarmored defense, classical swordplay)
Hit Points 672 (56d8 + 420)
Speed 495 ft.


STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 22 (+6) 14 (+2) 18 (+4) 10 (+0)

Saving Throws Str +11, Dex +12, Con +11
Skills Acrobatics +17, Athletics +11, Intimidation +11, Perception +14, Sleight of Hand +9, Stealth +9
Proficiency Bonus +5
Damage Resistances Non-magical bludgeoning, slashing and piercing damage.
Senses passive Perception 34, blindsight 50 ft.
Languages Common


Stamina Points. Maki has 27 stamina points she can use to fuel her abilities. All of her stamina is replenished at the end of a long rest.

Invisible. Maki cannot be tracked by magical means. Abilities that sense ki, cursed energy, magic, or anything of the sort don't work for her.

Unarmored Movement. Maki can move and run along vertical surfaces and across liquids on her turn without falling during the move.

Classical Swordplay. While wielding a finesse weapon and no other weapons, Maki gains a +1 bonus to her attack rolls and AC so long as she is not wearing Armor or wielding a Shield (already applied).

Enhanced Senses.

  • Smell: Maki can easily tell different sources of smells from each other, such as foliage, people, water and other substances within 80 feet.
  • Sight: Maki can see twice as far as a normal person with fine detail.
  • Hearing: Maki has 30 ft of blindsight as long as she is not deafened.

Evasion/Endurance. When Maki is subject to a Dexterity or Constitution saving throw she only takes half damage on failure and no damage on success.

Faster Recovery. Maki regains 1 stamina point at the beginning of her turns.

Heavenly Undetection. Maki cannot be targeted by the sure hit effect of a Domain Expansion, and cannot be detected by one while inside one (Ex: If she is trapped inside a domain that forces her to make a Constitution saving throw as its sure hit, she won't have to make the saving throw). She may also freely pass through barriers made of cursed energy of any kind, suffering no ill effects for doing so.

This, however, doesn’t work on sure-hit effects which target objects, or creatures without cursed energy, such as Malevolent Shrine.

Body Force. Whenever Maki is forced to make a Strength, Dexterity or Constitution check or skill check, she can roll a d10 and add the total to the roll.

Maki can do it after rolling the dice, but before knowing if it succeeds or not.

50 Meters in 3 Seconds! Maki has 2 reactions per round.

Strong Body. Maki reduces all non-magical damage she takes but psychic by 6.

Human Wall. Maki has advantage on all Constitution saving throws.

Acrobatic Fighter.

  • Maki may calculate her jump distance and height with her Dexterity score.
  • Maki's jump distance and height is doubled.
  • Whenever Maki makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, she may use it to leverage a powerful attack against her opponent, dealing an additional damage die of her unarmed strike. If there are not any solid surfaces, she may use half her movement speed to drop to the ground on her hands, extending her legs up and making a powerful kick.
  • Once per turn, whenever she falls onto a creature, make a DC 10 Acrobatics check. On a success, Maki may make one unarmed strike against that creature.

Taijutsu Sorcery. Once per turn, Maki can make an unarmed strike or martial weapon attack with advantage. If she already had advantage, she instead raises the critical hit range for the attack by 1.

Cursed Weapon Wielder. Any weapon attacks Maki makes using a Cursed Tool have their critical hit range increased by 1 and if she rolls a natural 20 on the attack roll for a Cursed Tool, she can make one additional weapon attack with advantage as apart of her attack using the same Cursed Tool that she scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if you would score a natural 20 on the attack roll for the attack. Additionally, she may ignore one property that a weapon she is currently wielding possesses. If the weapon has a Special property, she may ignore it and raise the weapon's damage die by one damage tier.

ACTIONS

Multiattack. Maki makes 4 attacks, where 1 of these attacks must be made with a melee weapon or Unarmed Strike.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) bludgeoning damage.

Mai (One-handed). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (2d10+11) slashing damage and 15 (2d8+6) necrotic damage.

Mai (Two-handed). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (2d10+11) slashing damage and 17 (2d10+6) necrotic damage.

Facebreaker (1 Stamina Points). Maki may target up to 2 creatures within 5 feet of her and deliver a very powerful blow to their heads. They are forced to make a DC 20 Constitution saving throw. On a failure, they take 32 (2d10 + 21) bludgeoning damage and are Confused for 1 minute. On a success, they take half damage and are not Confused.

The targets can remake the Constitution saving throw at the end of their turns to end the Confused condition.

If the two targets are on exactly opposite sides of Maki in relation to one another they make their Constitution saves with disadvantage and their speeds are reduced to 0 until the beginning of her next turn on a failure.

Shiranui-Gata. Maki can enter the Shiranui-Gata stance, giving her access to the Shiranui-Gata reaction.

BONUS ACTIONS

Martial Arts. When Maki takes the Attack action with an unarmed strike or a weapon on her turn, she can make one unarmed strike.

Barrage of Strikes (1 Stamina Point). Maki can make three unarmed strikes against a creature within range.

Pocket Sand (1 Stamina Point). A creature Maki can see within 10 feet of her must make a DC 20 Constitution saving throw. On a failure, they take 27 (5d10) piercing damage and are blinded until the beginning of her next turn. On a success, they take half as much damage and are not blinded.

Breathing Efficiency. Maki regains 1d12 + 6 stamina points up to her maximum. She loses an amount of hit points equal to the stamina gained.

Sight Velocity. Maki can take the dash action.

Untraceable Speed. Maki can take the dash action or make a Skill Check she is proficient in.

REACTIONS

Perfect Counter (1 Stamina Point). When a creature she can see misses a melee weapon attack against her, Maki can make a melee weapon attack against them.

Perfect Block and Counter (1 Stamina Points). When being targeted by a melee attack or being hit by a ranged attack, Maki may make a contested weapon attack to parry, and she succeeds if her roll is higher. Successfully parrying a melee attack causes it to miss, and she may make a melee weapon attack against said creature as part of the reaction.

Successfully parrying a ranged attack reduces the damage she takes by her weapon damage die + 28.

If she reduces the damage of a bludgeoning, piercing, or slashing ranged attack to 0, she can choose to redirect it at a creature within 60 feet using her initial attack roll and half the initial damage of the ranged attack.

Sonic Reflexes (1 Stamina Point). Whenever Maki is targeted by an attack roll, she can roll a Dexterity (Acrobatics) check. If she rolls equal or higher than the attack roll, the attack misses her and the creature has disadvantage in attack rolls against her until the end of their turn.

Untraceable Speed. When passing a saving throw or when an attack roll is being made against her, Maki may move up to 245 feet in a direction of her choice. If this movement would cause her to leave the area targeted by an attack roll she's reacting to, she may roll an Acrobatics check to attempt to fully dodge. She rolls against the attack roll, causing the attack to miss regardless of her armor class if her Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though she still moves as normal. This roll automatically fails if the attack was a critical hit, unless she’s 10 or more levels above the attacker’s level, or CR if they don’t have a level. If she fails this roll by no more than 3 against an attack targeting one of her limbs with the Limb System then though she can’t fully dodge she may change which limb is targeted. In the case of a saving throw she is unaffected by the saving throw if she moves out of the area of effect.

Untraceable Speed. When Maki moves into range of a creature or a creature enters his range she can make one melee attack. She can only do this once per creature per round.

Human Wall (6/long rest). Upon hitting 0 hit points, Maki expends and rolls a hit die (2d8). She regains the amount rolled in hit points.

Shiranui-Gata. When an enemy within range who attempts to hit her with a melee attack roll, Maki only takes half damage if they hit her and may attempt to grapple them with advantage. The Shiranui-Gata stance ends when she grapples a creature.

Taijutsu Sorcery. Whenever Maki takes the Attack action on her turn, she may take the Dodge action as a reaction however this Dodge action only causes melee attacks against her to have disadvantage. If a creature rolls a natural 1 on a melee attack against her whilst she has performed this variation of the Dodge action, Maki can make one attack against that creature if it is within range once per round.

image-2025-01-06-082429605.png
Maki Zenin, wielding her new Cursed Tool as a newly awakened Heavenly Restriction.

Heavenly Restriction.

Maki has 14 levels in the Heavenly Restriction class.

Uncanny Mindsets

Brute Appearance. Maki adds her Strength modifier to any Charisma (Intimidation) checks (already applied).

Overwhelming Intensity. Whenever Maki rolls initiative, she can force all hostile creatures in a 30 foot radius of her to make a DC 20 Wisdom saving throw.

On a success, they can sense her strength but are not affected by it. On a failure, they are frightened for 1 minute and have the following detriments:

  • They are scared and cannot act due to her presence. Their ability checks, saving throws, attack rolls, and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by 5.
  • They are not able to focus on their abilities. They cannot concentrate.
  • Her strength makes them become paralyzed in fear. They have disadvantage on her saving throws, and she has advantage on saving throws against their features.
  • A creature remakes this saving throw at the end of each of their turns.

If the creature's CR or level is equal to or higher than 14, they make this saving throw with advantage. If the creature's CR or level is 11 or less, they make this saving throw with disadvantage. Once a creature passes this saving throw, it becomes immune to it for 24 hours, unless its CR or level is 11 or lower.

Careful Runner. Maki does not suffer from any difficult terrain as long as she's dashing.

Speedster. The bonus movement Maki gains from the Unarmored Movement feature is doubled (already applied).

Relentless Attacker. Maki can make one additional attack during her attack action, however it must be made with a melee weapon or unarmed strike (already applied).

Regenerator. Whenever Maki regains hit points from any source, the amount is increased by 6.

Hardcore Hardener. Whenever Maki receives damage, she can double her current damage reduction until the end of the turn.

Hit and Runner. Whenever Maki hits a creature with a weapon attack, she doesn't generate opportunity attacks from them until the end of her turn.

Alert. Maki gains a +5 to her passive perception (already applied), and she cannot be surprised while conscious.

Efficient Economist. Maki reduces all stamina point cost by 2 (already applied). This cannot reduce a cost to 0 stamina points or lower.

Body Improvements

Powerful Build. Maki counts as one size larger for the purposes of grappling, shoving, disarming, and the weight she can carry, push, drag or lift.

Physical Worker (1 Stamina Point). Whenever Maki makes a Strength check or saving throw, she can grant herself advantage on the roll. If she already had advantage, she adds 3 to the roll.

Sight Velocity. Even the most well trained people can't see Maki. She gains the following benefits:

  • Her movement speed is increased by 120 feet (already applied).
  • She can calculate her jump distance and height with Dexterity instead of Strength.

Superhuman Reflexes (1 Stamina Point). Whenever Maki makes a Dexterity check or saving throw, she can grant herself advantage on the roll. If she already had advantage, she adds 3 to the result.

Iron-Hard Exterior. Maki reduces all damage but psychic by 20.

Otherworldly Senses. Maki's senses are otherworldly, granting her instincts not even animals have. She gains the following benefits:

  • She has advantage in Wisdom (Perception) checks.
  • She adds 5 to her passive perception (already included).
  • She gains 50 ft of blindsight (already included).
  • Attack rolls can't get advantage against her due to not been seen by her.
  • She gains advantage against Dexterity saving throws she can see, as long as her movement speed is not 0.

Maki's Feats.

Athlete History, 50 Meters in 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Immense Stamina.

Acrobatic Fighter, Shiranui-Gata, Taijutsu Sorcery.

Cursed Weapon Wielder.

Improved Durability.

This creature uses the Improved Durability rule.

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