Panda, 1st Year (Jujutsu Kaisen Supplement)
Panda (Panda Core)[edit]
Large construct (Cursed Corpse), neutral good Armor Class 17 (unarmored defense)
Saving Throws Str +7, Cha +6 Cursed Energy. Panda has 24 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Curse Energy Recovery. Panda regains 1 cursed energy at the beginning of his turns. Brawn. Whenever Panda makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success. 50 Meters In 3 Seconds! Panda has 2 reactions per round. Strong Body. Panda reduces all non-magic damage he takes but psychic by 4. This also affects magical damage if he is using cursed armor. Cuddly Panda. Due to Panda's disarming looks he has advantage on Persuasion checks. Slam Master. Brute Slam. Once per turn as part of an unarmed strike, Panda may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of himself, such as the ground or a wall, dealing another roll of his martial arts die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever Panda takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, his opponent is driven into the earth beneath himself ending your grapple early, taking bludgeoning damage equal to two rolls of Panda's martial arts die and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Panda as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his martial arts die and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of his next turn. Taijutsu Sorcery. Whenever Panda takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against Panda whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round. Once per turn, Panda can make an unarmed strike or martial weapon attack with advantage. If Panda already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature. Cursed Martial Artist. Panda's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1. Additionally, whenever Panda scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Panda has taken the Attack action on his turn using only unarmed strikes then makes any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1). Cursed Strikes. Panda can spend up to 3 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. ACTIONSMultiattack. Panda makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage and 4(1d8( necrotic damage). BONUS ACTIONSCore Switch. Panda switches cores gaining the benefits the new core brings and losing the ones the previously used core gave. Each core has its own health. Martial Arts. After using the Attack action, Panda can make one unarmed strike. Cursed Blast of Blows. After Panda uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Panda can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Panda 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. REACTIONSCursed Martial Artist. Whenever a creature fails a melee attack roll against Panda , he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +3 to the damage roll. |
Jujutsu Sorcerer. Panda has 7 levels in the Jujutsu Sorcerer class. Feats. Panda's feats are: Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body. Taijutsu Sorcery, Slam Master, Cursed Martial Artist, Heavy Finisher. Improved Durability. This creature uses the Improved Durability rule. |
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Panda (Gorilla Core)[edit]
Large construct (Cursed Corpse), neutral good Armor Class 17 (unarmored defense)
Saving Throws Str +7, Cha +6 Cursed Energy. Panda has 24 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Curse Energy Recovery. Panda regains 1 cursed energy at the beginning of his turns. Brawn. Whenever Panda makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success. 50 Meters In 3 Seconds! Panda has 2 reactions per round. Strong Body. Panda reduces all non-magic damage he takes but psychic by 4. This also affects magical damage if he is using cursed armor. Gorilla Core. Panda's attacks treat bludgeoning damage immunity as resistance and resistance as normal. Slam Master. Brute Slam. Once per turn as part of an unarmed strike, Panda may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of himself, such as the ground or a wall, dealing another roll of his martial arts die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever Panda takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, his opponent is driven into the earth beneath himself ending your grapple early, taking bludgeoning damage equal to two rolls of Panda's martial arts die and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Panda as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his martial arts die and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of his next turn. Taijutsu Sorcery. Whenever Panda takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against Panda whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round. Once per turn, Panda can make an unarmed strike or martial weapon attack with advantage. If Panda already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature. Cursed Martial Artist. Panda's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1. Additionally, whenever Panda scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Panda has taken the Attack action on his turn using only unarmed strikes then makes any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1). Cursed Strikes. Panda can spend up to 3 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. ACTIONSMultiattack. Panda makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage BONUS ACTIONSCore Switch. Panda switches cores gaining the benefits the new core brings and losing the ones the previously used core gave. Each core has its own health. Martial Arts. After using the Attack action, Panda can make one unarmed strike. Cursed Blast of Blows. After Panda uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Panda can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Panda 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. Unblockable Drumming Beat (5 cursed energy). Panda may start the drumming beat. Every unarmed strike he makes afterwards for 1 minute is now under the effects of the drumming beat. If he were to miss an unarmed strike by 5 or less of the targets AC, the attack hits them and they must make a DC 14 Constitution saving throw. On a failure, they take the unarmed strikes damage. On a success, they take none. REACTIONSCursed Martial Artist. Whenever a creature fails a melee attack roll against Panda , he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +3 to the damage roll. |
Jujutsu Sorcerer. Panda has 7 levels in the Jujutsu Sorcerer class. Feats. Panda's feats are: Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body. Taijutsu Sorcery, Slam Master, Cursed Martial Artist, Heavy Finisher, Unblockable Drumming Beat. Improved Durability. This creature uses the Improved Durability rule. |
Panda (Triceratops Core)[edit]
Large construct (Cursed Corpse), neutral good Armor Class 19 (unarmored defense)
Saving Throws Str +7, Cha +6 Cursed Energy. Panda has 24 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Curse Energy Recovery. Panda regains 1 cursed energy at the beginning of his turns. Brawn. Whenever Panda makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success. 50 Meters In 3 Seconds! Panda has 2 reactions per round. Strong Body. Panda reduces all non-magic damage he takes but psychic by 4. This also affects magical damage if he is using cursed armor. Slam Master. Brute Slam. Once per turn as part of an unarmed strike, Panda may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of himself, such as the ground or a wall, dealing another roll of his martial arts die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever Panda takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, his opponent is driven into the earth beneath himself ending your grapple early, taking bludgeoning damage equal to two rolls of Panda's martial arts die and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Panda as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his martial arts die and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of his next turn. Taijutsu Sorcery. Whenever Panda takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against Panda whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round. Once per turn, Panda can make an unarmed strike or martial weapon attack with advantage. If Panda already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature. Cursed Martial Artist. Panda's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1. Additionally, whenever Panda scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Panda has taken the Attack action on his turn using only unarmed strikes then makes any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1). Cursed Strikes. Panda can spend up to 3 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. ACTIONSMultiattack. Panda makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage Triceratops Charge. Panda can charge at a creature within its movement speed range and make an attack roll against the target. On a hit the target takes 3 rolls of its unarmed damage in piercing damage and must make a DC 14 Strength saving throw. On a failure, it is knocked prone and on a success it is unaffected. BONUS ACTIONSCore Switch. Panda switches cores gaining the benefits the new core brings and losing the ones the previously used core gave. Each core has its own health. Martial Arts. After using the Attack action, Panda can make one unarmed strike. Cursed Blast of Blows. After Panda uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Panda can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Panda 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. REACTIONSCursed Martial Artist. Whenever a creature fails a melee attack roll against Panda , he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +3 to the damage roll. |
Jujutsu Sorcerer. Panda has 7 levels in the Jujutsu Sorcerer class. Feats. Panda's feats are: Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body. Taijutsu Sorcery, Slam Master, Cursed Martial Artist, Heavy Finisher. Improved Durability. This creature uses the Improved Durability rule. |