Megumi Fushiguro, Fearsome Womb Arc (Jujutsu Kaisen Supplement)

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Fushiguro Megumi[edit]

Medium humanoid (human), lawful good


Armor Class 17 (Unarmored Defense)
Hit Points 60 (10d8+20)
Speed 45ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Dex +6, Int +7
Skills Acrobatics +6, Perception +4
Proficiency Bonus +3
Senses passive Perception 14
Languages Common
Challenge 6 (2,300 XP)


Cursed Energy. Megumi has 21 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 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.

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.

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.

ACTIONS

Multiattack. Megumi makes two attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +3) bludgeoning damage

Ten Shadows Summon. Megumi has access to 4 shikigami and may summon them as an action.

  • Divine dogs (2 Cursed Energy).
  • Nue (3 Cursed Energy).
  • Gamma (1 Cursed Energy).
  • Great Serpent (6 Cursed Energy).

Megumi may also summon untamed shikigami and attempt to tame them these are:

BONUS ACTIONS

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 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 (3 Cursed Energy). After Megumi uses the Attack action, Megumi can perform two unarmed strikes as a bonus action.

Cursed Patient Defense (3 Cursed Energy). Megumi can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (3 Cursed Energy). Megumi can 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. 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.

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.

image-2024-10-31-214717975.png
Megumi is a grade 2 sorcerer who has the Ten Shadows technique as his cursed technique, despite his strength as a sorcerer he lacks the mindset to ascend to another level, in a situation where he feels there is a slim chance of victory he may summon Mahoraga to at least take down his enemies with him.

Jujutsu Sorcerer.

Megumi has 5 levels in the Jujutsu Sorcerer class.

Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

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.

  • Power Enhancement. Megumi can now spend up to 3 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 3 (to a minimum of 1 cursed energy).
  • Distance Enhancement. 'Megumi can spend up to 3 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.


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.

Intellect Over Will

This creature uses the Intellect Over Will rule.

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)
Hit Points 105 (14d8 + 42)
Speed 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 17 (+3) 7 (-2) 15 (+2) 12 (+1)

Saving Throws Str +6, Dex +5, Cha +3
Skills Athletics +6, Perception +4, Stealth +5
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses passive Perception 14
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: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage and the target must succeed on a DC 15 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 117 (18d8 + 36)
Speed 50 ft., swim 70 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 6 (-2) 16 (+3) 10 (+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: 18 (4d6 + 3) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 15. 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 17 (5d6) 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 133 (14d10 + 56)
Speed 20 ft., fly 90 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Dex +6, Con +6
Skills Perception +6, Stealth +6
Proficiency Bonus +2
Damage Resistances lightning
Senses passive Perception 16
Languages Understands the languages of its summoner, but cannot speak it.


Cursed Energy. Nue has 15 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.

Nue's Cursed Energy can instead be replaced with double its summoner's level, + its charisma modifier, if that results in a greater pool. If its summoner has the Immense Cursed Energy feat, this pool can instead be calculated as its summoner's level, + its charisma modifier times 2, + its summoner's proficiency bonus, if that results in a greater pool.

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: 13 (3d6 + 3) bludgeoning damage + 10 (3d6) lightning damage.

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 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 15 Dexterity saving throw. On a failure they take 37 (7d10) 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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Great Serpent[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 189 (18d12 + 72)
Speed 50 ft., swim 50 ft., burrow 50 ft.


STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +4, Stealth +6
Proficiency Bonus +3
Damage Resistances poison
Senses blindsight 10 ft., passive Perception 14
Languages


Cursed Weapons. The Great Serpent's weapon attacks are magical.

Shadow Burrow. Great Serpent can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig.

ACTIONS

Multiattack. The serpent makes two bite attacks. It may replace one of these with a constrict attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 17 (5d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 13 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 23 (4d8 + 4) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 17. On a failure, the target is grappled. Until this grapple ends, the creature is restrained, and the serpent can't constrict another target. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 17, escaping on a success.


Fushiguro_attacking_Sukuna_with_Monster_Serpent.png
A Great Serpent trapping a target with it's bite, [[2]]

The great serpent is a gigantic white snake with a tan yellow underbelly. Like most of the ten shadows shikigami, the snake has black markings all over its body, including a symbol on its forehead.

Improved Durability. This creature uses the Improved Durability rule.

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