Negating Overlord Kanshu (Jujutsu Kaisen Supplement)

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Negating Overlord Kanshu[edit]

Large monstrosity (shikigami), neutral


Armor Class 22
Hit Points 475 (50d10+200)
Speed 30 ft., 90 ft. swim, 90 ft. fly


STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 19 (+4) 14 (+2) 22 (+6) 25 (+7)

Saving Throws Str +13, Con +10
Skills Athletics +13, Perception +12
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. 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.

Regeneration. As long as Kanshu sitll has cursed energy, he regains 20 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. Negating Overlord Kanshu makes three Claws attacks.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) slashing damage plus 7 (2d6) force damage.

Curse Absorption. Kanshu can absorb an ongoing cursed technique effect. To do so he needs to make a Constitution saving throw. The DC equals 10+ 1/2 Cursed Energy used. 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 Dexterity saving throw. On a failure, they take 50 (10d10) lightning damage and 12 (4d6) thunder damage. On a success, they take half as much damage.


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.

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.

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