Negating Overlord Kanshu (Jujutsu Kaisen Supplement)

From D&D Wiki

Jump to: navigation, search

Negating Overlord Kanshu[edit]

Large monstrosity (shikigami), neutral


Armor Class 24
Hit Points 525 (50d10+250)
Speed 30 ft., 90 ft. swim, 90 ft. fly


STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 20 (+5) 14 (+2) 22 (+6) 25 (+7)

Saving Throws Str +13, Dex +11, Con +11, Cha +13
Skills Animal Handling +12, Arcana +8, Athletics +13, History +8, Perception +18
Damage Resistances cold, fire, bludgeoning, piercing and slashing
Damage Immunities poison, lightning
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 60 ft.
Challenge 20 (25,000 XP)


Cursed Energy. Kanshu has 47 cursed energy which he can use to fuel his abilities. All of his cursed energy is replenished when he makes a long rest.

Cursed Energy Recovery. Kanshu regains 1 cursed energy at the beginning of his turns. This cannot go above his maximum.

Curse Absorbing Field. Kanshu is cloaked in a protective field that absorbs incoming cursed energy. When it is the target of a cursed technique or is in the area of effect of one, it will make a Constitution saving throw. The DC equals 10+ 1/2 Cursed Energy used on the technique before reductions. On a successful check, the technique has no effect on Kanshu and is absorbed. Kanshu then heals health equal to 3 times the cursed energy absorbed, and regains cursed energy equal to the amount absorbed.

Curse Resistance. Kanshu has advantage on saving throws against cursed techniques and other cursed effects.

Cursed Attacks. Kanshu's attacks are considered magical.

Invisible Force. The Shikigami is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Shikigami.

Lightning Energy. Whenever Kanshu deals necrotic damage, he may choose to deal lightning damage instead.

Cursed Strike. Before making a Claw attack, Kanshu may spend up to 6 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with it's Claw attack, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per point spent. It can also use this in response to rolling a natural 20 on an attack roll with a Claw attack, instead of beforehand. It can only use this enhancement again after it has ended. Additionally when using this feature, creatures of it's choice within 5 feet of the impact take a number of d12 of necrotic damage equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect.

Lightning Chain. Whenever Kanshu deals lightning damage to a creature, he can choose for the lightning to jump to another creature within 30 ft. in a chain reaction, dealing 10 lightning damage. A creature can only take this damage once from the same chain.

ACTIONS

Multiattack. Negating Overlord Kanshu makes three Claws attacks or two Lightning attacks.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d12+7) slashing damage plus 7 (2d6) necrotic damage.

Lightning Bolt. Ranged Cursed Energy Attack: +13 to hit, range 120 ft., one target. Hit: 31 (6d8+7) lightning damage. If Kanshu rolls a nat 20 with this attack the creature is stunned until the beginning of their next turn.

Curse Absorption. Kanshu can absorb an ongoing cursed technique effect or cursed energy that he can see within 30 ft. To do so he needs to make a Constitution saving throw. The DC equals 10+ 1/2 Cursed Energy used before reductions. The effect then ends and Kanshu heals 3 health for every cursed energy used in the effect ended, and regains cursed energy equal to the amount absorbed.

Command Lightning (15 Cursed Energy). Kanshu conjures a large and powerful lightning to fall from the sky in a point where he can see within 60 ft. All creatures in a circle centered on that point with 20 ft. radius need to make a DC 21 Dexterity saving throw. On a failure, they take 100 (20d10) lightning damage, 24 (8d6) thunder damage and are deafened for 1 minute. Creatures affected may repeat the saving throw at the beginning of their turns to end the condition. On a success, they take half as much damage. During lightning storm weather, Kanshu may use this feature as a bonus action.

REACTIONS

Curse Absorption. As a reaction when seeing a cursed technique being used within 30 ft., Kanshu can use his Curse Absorption.

LEGENDARY ACTIONS

The Kanshu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kanshu regains spent legendary actions at the start of its turn.

Attack. Kanshu makes one Claw attack.
Move. Kanshu moves up to its movement speed.
Curse Absorption. Kanshu uses their Curse Absorption ability.

kanshu.jpg
Negating Overlord Kanshu flying amidst a thunderstorm

The Negating Overlord Kanshu is a powerful shikigami that resembles a large grey fox, with sharp claws, feathery wings, a white mane, pink brilliant eyes with no pupils and an equally pink and brilliant symbol of a spiral on his forehead. He has the power do negate and abosrb abilities techniques originated from cursed energy, healing and further fueling himself with it, and can also conjure strong columns of electricity from the skies to pulverize his foes.

Feats.

Athlete History, Cursed Energy Explosion and Improved Cursed Energy Output.

Not Canon The Negating Overlord Kanshu shikigami is not an official shikigami demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

5.00
(one vote)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: