Megumi Fushiguro, Death Painting Arc (Jujutsu Kaisen Supplement)

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Fushiguro Megumi (WIP)[edit]

Medium humanoid (human), lawful good


Armor Class 17 (Unarmored Defense)
Hit Points 170 (20d8+80)
Speed 45ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 20 (+5)

Saving Throws Dex +8, Cha +9
Skills Acrobatics +8, Perception +6
Proficiency Bonus +4
Senses passive Perception 14
Languages Common
Challenge 12 (8,400 XP)


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.

Martial 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.

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.

ACTIONS

Multiattack. Megumi makes two 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 ACTIONS

Ten Shadows Summon. Megumi has access to 4 shikigami and may summon them as a bonus action. Divine dogs (1 cursed energy). Nue (1 cursed energy). Gamma (1cursed energy). Divine Dog Totality (3 cursed energy).

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

REACTIONS

Shadow 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.

image-2024-11-03-175959140.png
"Screw it! I'll do it, Domain Expansion Chimera Shadow Garden"


Tokyo Jujutsu High

Megumi is a student at Tokyo jujutsu high, which made him learn it's teachings.

Cursed Energy Economy. Megumi's Ten shadows Summoning feature is reduced in cursed energy by his proficiency modifier (already applied).

Jujutsu Sorcerer.

Megumi has 10 levels in the Jujutsu Sorcerer class.

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.

Feats

Immense Cursed Energy, Shikigami Battle Master.


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Divine Dog[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 8 (-1) 16 (+3) 13 (+1)

Saving Throws Str +7, Dex +6, Cha +3
Skills Athletics +7, Perception +5, Stealth +6
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Understands it's masters' languages but can't speak them.


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.

ACTIONS

Multiattack. 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.


Fushiguro_using_Jade_Hounds.png
Two Divine Dogs together, [1]

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.

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Gama[edit]

Medium monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 60 ft., swim 80 ft.


STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 15 (+2) 7 (-2) 17 (+3) 11 (+0)

Saving Throws Str +5, Dex +6, Con +4
Skills Acrobatics +8
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages understands the languages of its summoner but can't speak


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.

ACTIONS

Tongue. 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.
If the gama dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
The gama can choose to partly swallow a creature. If the creature is partly swallowed, it isn't blinded and doesn't take any acid damage.

REACTIONS

Tongue 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.

Toad.png
A gama showing its tongue, Source

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.

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Nue[edit]

Large monstrosity (Shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft., fly 100 ft.


STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 19 (+4) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Dex +6, Con +6
Skills Perception +7, Stealth +6
Proficiency Bonus +2
Damage Resistances lightning
Senses passive Perception 17
Languages Understands the languages of its summoner, but cannot speak it.


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.

ACTIONS

Multiattack. 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.


Nue.jpg
Nue

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.
The shadowgraphy required to summon Nue is formed when the user claps their hands together to imitate the shape of wings.

Improved Durability. This creature uses the Improved Durability rule.

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Divine Dog Totality[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 241 (23d10 + 115)
Speed 110 ft.


STR DEX CON INT WIS CHA
23 (+6) 20 (+5) 20 (+5) 8 (-1) 17 (+3) 13 (+1)

Saving Throws Str +10, Dex +9, Cha +5
Skills Acrobatics +9, Athletics +10, Perception +11, Stealth +9
Proficiency Bonus +4
Damage Resistances non magical bludgeoning, slashing and piercing damage
Condition Immunities charmed, frightened
Senses passive Perception 21
Languages Understands the languages of it's master but can't speak.
Challenge 6 (2,300 XP)


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.

ACTIONS

Multiattack. 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.


Divine_Dog_Totality_%28Anime%29.png
The Totality of the Divine Dogs, [2]

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.

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Rabbit Escape[edit]

Gargantuan swarm of Tiny monstrosities (shikigami), unaligned


Armor Class 13
Hit Points 651 (62d20)
Speed 65 ft., burrow 35 ft.


STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 6 (-2)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Condition Immunities grappled, frightened, stunned, prone, charmed, restrained, paralyzed, petrified
Senses passive Perception 13
Languages
Challenge 0 (10 XP)


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.

ACTIONS

Bite. 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.


dedf73a2701fd40a6c84f797b12e5980.jpg
A ten shadows user summoning rabbit escape, [3]

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.

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Max Elephant[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 17 (natural armor)
Hit Points 375 (30d12 + 180)
Speed 70 ft.


STR DEX CON INT WIS CHA
29 (+9) 13 (+1) 22 (+6) 6 (-2) 15 (+2) 9 (-1)

Saving Throws Str +13, Con +10
Proficiency Bonus +4
Senses passive Perception 12
Languages
Challenge 9 (5,000 XP)


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.

ACTIONS

Multiattack. 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.


image-2024-11-03-181003830.png
A Max Elephant being summoned, [[4]]

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.

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