Megumi Fushiguro, Death Painting Arc (Jujutsu Kaisen Supplement)
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Fushiguro Megumi[edit]
Medium humanoid (human), lawful good Armor Class 17 (Unarmored Defense)
Saving Throws Dex +8, Cha +9 Cursed Energy. Megumi has 34 cursed energy which he can expend in his features. Every cursed energy used will be spent, with Megumi only regaining it after he takes a long rest. Cursed Energy Recovery. When in combat where his life is at risk, Megumi regains 1 Cursed Energy per turn, up to his maximum. Cursed Armor. For no action against being targeted by an attack or a damaging saving throw, Megumi can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Megumi can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Cursed Strikes. When Megumi makes an unarmed strike, he may spend up to 3 cursed energy, dealing an additional 1d8 necrotic damage per point spent. This may also be used as a response to Megumi hitting a Nat 20. This energy persists until Megumi hits a target or 1 minute passes. Cursed-Empowered Strikes. Megumi's unarmed strikes are considered magical and he adds 1d12 necrotic damage to his unarmed strikes (already included). Shadow Storage. Megumi may store objects in an extra-dimensional space within his shadow. Putting objects in his shadow takes no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items on his shadow still count against his carrying capacity. His shikigami count as objects for the purpose of this feature. Additionally, Megumi may trap hostile creatures within his shadow storage. Shikgami Maintenance. Megumi must maintain concentration to keep his Shikigami summoned. Megumi must make the saving throw for each shikigami he has summoned. Shikigami stored within his shadow do not count as being summoned for the purposes of this feature. For a saving throw to be required, the attack must have successfully reduced Megumi's actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When Megumi fails the concentration saving throw he can spend 1 cursed energy to succeed instead. Ten Shadows Command. As a free action Megumi can give a command to his shikigami. Well's Unknown Abyss. At 6th level, Megumi can now combine your shikigami to reduce the chances of them dying permanently at the cost of the fusion being weak. As an Action for 6 Cursed Energy, he may combine 2 of his shikigami, using one as the base and the other to enhance it. This grants the base shikigami the Shikigami Alteration feature of the enhancer shikigami. The fusion loses the Shikigami Alteration if it is reduced to 0 hit points or he undoes it as a bonus action. When fused this way, the fused shikigami follows the following rules: Designate one shikigami as the base and another as the secondary. The fusion inherits all traits from the base shikigami but none of its resistances or immunities. The secondary shikigami provides the Shikigami Alteration feature. It is considered one size smaller than the base shikigami. Its hit points are half of the base shikigami's hit points. Its AC is equal to the AC of the base shikigami. Its speed is half of base Shikigami's speeds rounded down in increments of 5 feet. It has one of the condition immunities from the base shikigami. Its ability scores are half of the base shikigami’s ability scores. It gains no immunities, resistances, or vulnerabilities from either shikigami. The CR of the fusion is half of the base shikigami's CR, to a minimum of CR 0. Shikigami Battle Master. While Megumi is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If he or any of his shikigami attack that same target during this turn he will also gain advantage on those attacks as well. Shadow Merge. As a free action or during a short or long rest, Megumi can connect to the shadow of a creature within 120ft of himself. 50 Meters In 3 Seconds! Megumi has two reactions per round. Taijutsu Sorcery. Once per turn, Yuji can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1 Acrobatic fighter. Whenever Megumi makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike. If there are not any solid surfaces, he may use half his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Additionally once per turn, whenever Megumi falls onto a creature, he makes a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature. Cursed Weapon Wielder. Any weapon attacks Kusakabe makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if Kusakabe would score a natural 20 on the attack roll for the attack. ACTIONSMultiattack. Megumi makes three attacks with his unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) bludgeoning damage and 6 (1d12) necrotic damage. BONUS ACTIONSMartial Arts. When Megumi 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. Ten Shadows Summon. Megumi has access to 4 shikigami and may summon them as a bonus action.
Megumi may also summon untamed shikigami and attempt to tame them these are:
Cursed Weapon Enhancement. Megumi can spend up to 3 Cursed Energy to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra damage equal to twice the amount spend. He can only use this enhancement again after 1 minute has passed. Cursed Blast of Blows. After Megumi uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Megumi can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Megumi 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. Shadow Trap. As a Bonus Action, Megumi may force a creature standing on darkness to make a DC 15 Acrobatics check , they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside Megumi's domain then they automatically fail this check. On a success, they don't fall into his shadow storage. On a failure, they are trapped inside Megumi's shadow storage. Their weight counts against Megumi's carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Acrobatics check, they can attempt a DC15 Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft Shadow Merge (4 cursed energy). As a bonus action, Megumi may teleport behind a creature's shadow from any distance, even in another plane of existence if he has connected to it prior. Also, if he has any of his shikigami summoned he can spend 4 additional cursed energy to make one of them be teleported alongside himself. As a bonus action for 4 cursed energy, Megumi can sink into his or another creature whose shadow he is connected to. While inside the shadow, Megumi is considered invisible and under total cover until he takes any type of action, which causes him to leave the shadow within 5 feet of the creature. He is also removed from the shadow if the creature is knocked unconscious. Megumi can stay under a creature's shadow for up to 5 hours. In case Megumi utilizes this feature on a hostile creature, the creature makes a Wisdom (Perception) check against his cursed energy DC (18). On a success they know Megumi is behind them, on a failure they will be surprised. If Megumi was completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage. Megumi can connect to up to 3 shadows. Whenever he tries to connect to a new shadow after reaching the maximum, he will lose the connection to your oldest shadow Cursed Weapon Enhancement. Megumi can spend up to 4 Cursed Energy to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra damage equal to twice the amount spend. He can only use this enhancement again after 1 minute has passed. REACTIONSShadow Ridge (4 cursed energy). As a reaction against a melee attack roll, Megumi can force a creature within 10ft of himself to make a DC15 Dexterity saving throw with disadvantage. On a success, nothing happens, however on a failure the target has to roll the attack with disadvantage as their legs fall into their own shadow momentarily. Megumi can only cause disadvantage against this save once per round. Rabbit Escape (3 Cursed Energy). as a reaction to an attack made against Megumi. He can add his Charisma modifier to his AC, If this causes the attack to miss, Megumi reappears in any place within his movement speed range. This movement does not generate opportunity attacks. |
Jujutsu Sorcerer. Megumi has 10 levels in the Jujutsu Sorcerer class.
Megumi knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
Cursed techniques. When a feature refers to Megumi's cursed techniques, it refers to Ten Shadows Command, Shikigami Maintenance, Shadow Storage, Ten Shadows Summon, Shadow Ridge and Shadow Trap. Domain Expansion: Chimera Shadow GardenMegumi's Incomplete Domain is a huge shadow barrier, filling his surroundings with overwhelming darkness. Due to it being an incomplete domain he must expand it in an enclosed area. The area counts as difficult terrain to all creatures of his choice, and Megumi is under the effects of freedom of movement as long as he is within the domain. Shadow Clones. As a bonus action while inside the domain, he can spend up to 5 cursed energy to create a number of clones of himself equal to the energy spent. The clones are identical to him, but don't keep his weapons or hit points, and cannot use cursed energy. They each have 5 hitpoints, and they become a shadow puddle once they're reduced to 0 hit points. Megumi may use his reaction to switch places with a clone when he would be hit, making the clone take the hit instead. Shikigami Clones. His domain allows him to summon copies of his shikigami to overwhelm his opponents. Whenever he summons a shikigami, he can spend additional cursed energy equal to the shikigami's cost (even if the shikigami costs 0 cursed energy, it will be treat its price as if he were outside his domain) to summon a perfect copy of said shikigami alongside it. You can spend cursed energy this way a number of times up to your Charisma modifier on the same turn. You cannot create copies of Mahoraga with this feature. In addition, your Shikigami won't cost you cursed energy.
Megumi's domain refinement points are 200.
Immense Cursed Energy, Shikigami Battle Master, Cursed Energy Manipulator, Domain Expansion, Taijutsu Sorcery, Acrobatic Fighter, Strong Body, 50 Meters In 3 Seconds!, Cursed Weapon Wielder. Improved Durability. This creature uses the Improved Durability rule. |
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Divine Dog[edit]
Medium monstrosity (shikigami), unaligned Armor Class 14 (natural armor)
Saving Throws Str +7, Dex +6, Cha +3 Keen Hearing and Smell. The Divine dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Divine dog has advantage on an attack roll against a creature if at least one of the Divine dog's allies is within 5 feet of the creature and the ally isn't incapacitated. Cursed Weapons. The Divine dog's weapon attacks are magical. ACTIONSMultiattack. The divine dog makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
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The Divine Dogs are a pair of twin wolves. One is white and the other one is black. They both have three dots on their forehead of the opposite color that resemble the symbols of the Jewel of Turning Back on the Road and the Jewel of Plenty respectively. Improved Durability. This creature uses the Improved Durability rule. |
Gama[edit]
Medium monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +5, Dex +6, Con +4 Amphibious. The gama can breathe air and water. Cursed Weapons. The Gama's weapon attacks are magical. Standing Leap. The gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Support Carry. When the gama has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in gama's mouth. While support carrying gama can only move. ACTIONSTongue. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 21 (5d6 + 3) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 16. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and the gama can't make tongue attacks against different targets. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 15, escaping on a success. Tongue Slam. While the gama has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown. Swallow. The gama makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gama, and it takes 21 (6d6) acid damage at the start of each of the gama's turns. The gama can have only one target swallowed at a time. REACTIONSTongue Grab. When an ally within 30 feet of the Toad would make a saving throw or take damage, the Toad can reach out and grab the ally out of harms way, pulling them next to the Toad's space. Causing the attack to miss or all damage/effects to be avoided so long as the Toad is outside the area of effect. |
The gama is a human-sized toad with marks around its eyes and a symbol on its stomach that resembles the Mirror of the Deep of the Ten Sacred Treasures. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of a toad. Improved Durability. This creature uses the Improved Durability rule. |
Nue[edit]
Large monstrosity (Shikigami), unaligned Armor Class 15 (natural armor)
Saving Throws Dex +6, Con +6 Cursed Energy. Nue has 25 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. Nue regains 1 cursed energy at the beginning of it's turns in combat. Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cursed Weapons. Nue's weapon attacks are magical. ACTIONSMultiattack. The Nue makes two attacks: one with its Wings and one with its Talon. Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage + 14 (4d6) lightning damage. Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage. Lightning Charge (5 Cursed Energy). Nue fires a bolt of lightning at a single target 60 feet away. The target must make a DC 16 Dexterity saving throw. On a failure they take 43 (8d10) lightning damage, are knocked prone, and until the end of their next turn their movement becomes 0 and they have disadvantage on Strength and Dexterity saving throws. On a success they take half as much damage and do not receive any additional effects.
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Nue is a winged shikigami of the Ten Shadows Technique passed down through the Zenin Family. Nue is a bird-like creature with orange feathers and a white mask-like face. It has large wings, two sets of talons and human-like teeth. Improved Durability. This creature uses the Improved Durability rule. |
Divine Dog Totality[edit]
Large monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +10, Dex +9, Cha +5 Keen Senses. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Cursed Weapons. The Divine Dog's weapon attacks are magical. Pack Tactics. The Divine Dog has advantage on an attack roll against a creature if at least one of the Divine Dog's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONSMultiattack. The Divine Dog makes two attacks: two with its bite . Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
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After one of the divine dogs dies, its strength and power flow to its partner and make it far stronger, being able to hurt even special grade curses. |
Rabbit Escape[edit]
Gargantuan swarm of Tiny monstrosities (shikigami), unaligned Armor Class 13
Skills Perception +3, Stealth +5 Defensive Summoning. While Rabbit Escape occupies the same space as its summoner it grants the summoner total cover. Swarm. Using all of Rabbit Escape's movement you may command them to swarm an area within 5 feet of rabbits. (Rabbits occupy 25ft). The rabbits can occupy another creature's space and vice versa, and they can move through any opening large enough for a Tiny rabbit. The rabbits can't regain hit points with the exception of the never ending feature, and they can’t gain temporary hit points. Neverending. When desummoned, the rabbit will immediately reset its hit points back to their maximum. Crowd Control Vulnerability. The Rabbit Escape has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm. Cursed Weapons. The Rabbit Escape's weapon attacks are magical. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (4d4+3) piercing damage. Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (4d4+3) bludgeoning damage.
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Rabbit escape is a swarm of shadows used to help the summoner weave in and out of battle or simply to avoid large blows. They're a swarm of blank white rabbit shikigami bearing the Snake Repelling Scarf sigil. Improved Durability. This creature uses the Improved Durability rule. |
Max Elephant[edit]
Huge monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Saving Throws Str +13, Con +10 Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. Realistic Weight. When Max Elephant falls to the ground, if it falls on any creatures they must succeed on a DC 23 Constitution saving throw, taking 4d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 28d8, and be knocked prone on a failure or half as much on a success. Cursed Weapons. The Max Elephant's weapon attacks are magical. ACTIONSMultiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack. Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 35 (6d8 + 8) piercing damage. Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone creature. Hit: 41 (6d10 + 8) bludgeoning damage. Trunk. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. The target must succeed on a DC 23 Strength saving throw or be pushed back 10 feet and be knocked prone. Water Spray. Ranged Weapon Attack: +13 to hit, range 20/40 ft., one target. Hit: 17 (5d6) bludgeoning damage. Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 26 (6d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees. Improved Durability. This creature uses the Improved Durability rule. |