Sukuna (5e Creature)

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Ryomen Sukuna (19F)[edit]

Large humanoid (Variant Human), chaotic evil


Armor Class 86
Hit Points 1804 (30d8+1680)
Speed 200 ft.


STR DEX CON INT WIS CHA
49 (+19) 53 (+21) 54 (+22) 9 (-1) 10 (+0) 56 (+23)

Saving Throws Dex +30, Cha +32
Skills Athletics +28, Deception +32, History +8, Intimidation +32, Perception +9, Sleight of Hand +30
Senses passive Perception 24
Languages Common
Challenge 30 (155,000 XP)


Design Note: This character sheet was made using the rules found in Shueisha's Jujutsu Kaisen setting (including the bonuses gained from their finger rule), and is thus meant to be overpowered and essentially unusable in any campaign setting. Since this creature can one shot a majority of PCs and has an extremely high armor class, it is advised that DMs do NOT use this monster sheet as it is. This sheet's purpose is to serve to be tweaked as a template for building a Sukuna that fits what the DM's players are equipped of handling. Unless you really hate your players. . . do not use this sheet.

Cursed Energy. Sukuna has 264 cursed energy he can spend. All of the cursed energy, when used, is unavailable until he takes a long rest.

Cursed Strike. When Sukuna makes an unarmed strike, he may spend up to 9 cursed energy, dealing an additional 1d12 Necrotic damage per point spent.

Perfect Form. Due to his form, Sukuna gains advantage on intimidation checks and is treated as a Cursed Spirit for the sake of cursed objects. His form grants him 2 extra arms right below his original ones, as well as a mouth on his stomach. They are fully functional, and can act independently of his original limbs. They give the following benefits:

  • Sukuna has an additional bonus action on his turn. He may either use this turn to grapple or shove another creature.
  • When Sukuna takes the Attack action on his turn, he can make an additional attack as apart of the action. This can only be Unarmed Strike or Dismantle.
  • When using his cursed technique, Sukuna can choose to make it's action cost be reduced by 1. (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If this would reduce the cost of a reaction, he would gain 1 additional reaction only for said reaction.

Due to his mastery with his form, chanting is now a free action instead of an action.

Binding Vow Merchant. At any point, Sukuna can create one of the following vows listed in the Binding Vows. During a combat encounter, he can create one vow at any time during a round of combat, but can only do so once per round. He has a maximum up to 6 binding vows. During a Short or Long rest, he can end 5 binding vows.

Evasion/Endurance. Whenever Sukuna makes a Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Attacks. Sukuna's attacks are considered magical.

Cursed Energy Recovery. While in combat, Sukuna regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk.

Exorcise. As an Action, Sukuna can automatically destroy a cursed spirit within 30 ft. of him that has a CR lower than or equal to 5.\

Explosive Blow. As a bonus action, Sukuna can concentrate on channeling a condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For the following minute, the next melee attack he lands adds half of his attacks' damage die (rounded down) as extra damage. If he receives damage from any source, he must make a Constitution saving throw (DC 10 or half of the damage taken, depending on which is higher) to keep concentrated. Alternatively, as a bonus action when he lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 Cursed Energy, the melee attack that is used with this feature instead adds his attacks' damage dice as opposed to half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either his attacks' ability modifier or 380 ft. in a direction of his choice. If the creature would collide with an unsecured object or structure, then both the creature and the unsecured object/structure receive 1d10 Bludgeoning damage per every 5 feet traveled (to a maximum of 10d10). If it was another creature, they both take damage equal to half of the attack's damage roll instead.

50 Meters in 3 Seconds! Sukuna has three reactions, rather than one.

Untraceable Speed Due to his agility, Sukuna gains the following benefits:

  • If an action increases any of his speeds, it is further increased by 115 ft.
  • Sukuna can add +5 to all Dexterity ability checks made he isn't already proficient in.
  • Sukuna can perform the Dash action or a skill check he is proficient in as a bonus action.
  • Whenever Sukuna uses a reaction, he may move up to half of his speed as part of that reaction
  • Once per round, Sukuna can make one melee attack as a reaction if he moves into range of a creature or a creature enters his range.

Strong Body. Sukuna reduces all damage that is not psychic or thunder by 29.

Overpowering Cursed Energy. Whenever someone tries to track Sukuna or feel his cursed energy, they must make either a Wisdom or Charisma (his choice) saving throw against his cursed energy DC (55). On a success, they can feel his cursed energy but are not shaken by it. On a failure, however, they are frightened for 1 minute and receive the following detriments:

  • Their ability checks, saving throws, attack rolls and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by 38.
  • They are unable to concentrate.
  • They have disadvantage on saving throws, and Sukuna has advantage on saving throws against their features.

A creature may remake this saving throw at the beginning of their turns.

If the creature's CR is equal to or higher than 30, they may make this saving throw with advantage, and choose which to make instead of Sukuna choosing. If their CR or level is 3 or more below 30, they make this saving throw with disadvantage and their lower save bonus is automatically chosen. Unless a creature has a CR or level less than 30, they become immune to this effect upon passing the saving throw.

Creatures do not have to feel his cursed energy or track him to feel the presence of his cursed energy. When he rolls initiative or as a free action, Sukuna can choose any number of creatures within 180 ft. of him, or that can see him. They must make the saving throw as if they had tried to track his cursed energy.

Cursed Enhanced Body. Whenever Sukuna makes a Strength, Dexterity, Intelligence, Wisdom, or Constitution saving throw, he may spend up to 38 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw.

Cursed Energy Reinforcement. Sukuna gains the following benefits so long as he has at least 1 cursed energy:

  • When Sukuna makes a Strength, Dexterity, Intelligence, Wisdom, or Constitution saving throw, he may use his Charisma modifier as his ability score for the check if it is higher.
  • His jump distance and height is calculated with his Charisma score, and are doubled.
  • His carrying capacity is increased to 1140 lbs.

Reverse Cursed Technique. Sukuna has a pool of healing that he can use with his reverse cursed energy equal to 11400 hit points. As a bonus action for x cursed energy, he can remove healing from that pool to regain hit points. For every 1 Cursed Energy spent, he regains 20 hit points, removing an equal amount from the pool. If he is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Sukuna regrows back links for every 20 hit points he regains.

He can use his Reverse Cursed Technique until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, Sukuna regains 10 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest, or short rest is he recovers cursed energy on a short rest.

Once per round, he may try to force his reverse cursed technique to come out despite being in burnout, forcing him to make a DC20 Constitution saving throw. On a failure, he gains 1 level of exhaustion, which can be reduced upon taking a short or long rest. On a success, he regains half as many hit points as he normally would.

ACTIONS

Multiattack. Sukuna can use three unarmed strikes, three attacks with Supreme Martial Solution, or replace any of those attacks with a dismantle. He may also replace any attack with a cleave, although he must be grappling the target.

Unarmed Strike. Melee Weapon Attack: +47 to hit, reach 5 ft., one target. Hit: 29 (2d8 + 38) Bludgeoning damage + (2d12) Necrotic or Bludgeoning damage.

Supreme Martial Solution. Melee Weapon Attack: +47 to hit, reach 5 ft., one target. Hit: 33 (1d4 + 38) Piercing damage + (1d12 + 38) Lightning damage. Once per turn when wielding this weapon, he may spend 10 Cursed Energy to send out a blast of lightning as a ranged attack roll (+47) at a range of 60/300. On a hit, the blast deals 90 (15d12) Lightning damage.

Dismantle. As an attack action for up to 114 Cursed Energy, Sukuna may make a Cursed Energy attack roll (+47) against a creature within 320 feet. On a hit, the target takes 1d8 slashing damager per cursed energy spent. He may also spend up to 8 Cursed Energy to add an additional damage die per Cursed Energy spent. Sukuna also has advantage if the target can't see invisible objects. When he uses Dismantle, he may spend up to 114 Cursed Energy to force all creatures in a 10x the amount spent long, 30 foot wide, and 40 foot tall line starting from him to make a Dexterity saving throw (DC 55). On a failure, they take dismantle's damage or half as much on a success.

As long as Sukuna is under the effects of the chanting feat, as an action he may use dismantle by spending up to 114 Cursed Energy to also target all objects and creatures within a 10x the amount spend foot cone behind it, as he chants to strengthen the slash. He makes a ranged Cursed Energy attack roll (+47). On a hit, the creature takes 456 (114d8) Slashing damage. All targets hit take an additional 2d12 slashing damage per cursed energy spent. If a target is reduced to 0 hit points by this technique, they are cleaved in twain, killed outright. Due to the sheer power of this technique, it bypasses barriers such as the Infinity technique and AC bonuses from spells or cursed techniques, as well as the Simple Domain technique.

Cleave. As an action, or replacing the Attack action if he targets a creature he is grappling, Sukuna can spend up to 152 Cursed Energy, making a Cursed Energy attack roll (+47) against a creature within 130 feet. On a hit, the target takes 190 (38d10) slashing damager per cursed energy spent. Sukuna also has advantage if the target can't see invisible objects. If the target is within 10 ft. of him, they instead take 228 (38d12) Slashing damage per Cursed Energy spent. This technique ignores any resistances or immunities. If a creature is reduced to 0 hit points by this feature, they are cleaved into various small pieces.

Furnace: Open. As a full turn action (which cannot be reduced) after using at least 40 Cleaves or 100 Dismantles within the last 10 minutes, or using Malevolent Shrine for at least one minute within the last 10 minutes, and for up to 190 Cursed Energy, Sukuna can utter an incantation to create an arrow of fire, forcing every creature within 5 feet of him to make a Dexterity saving throw or take 5d8 damage per energy spent. Sukuna may also spend up to 8 additional Cursed Energy to add 10 ft. to Furnace's range for each point spent.

BONUS ACTIONS

Martial Arts. After using the Attack action, Sukuna can make one unarmed strike.

Cursed Blast of Blows. After Sukuna uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Sukuna can spend 3 Cursed Energy to take the Dodge action as a bonus action of his turn.

Cursed Wind Step. Sukuna can spend 3 Cursed Energy to take Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

REACTIONS

Reverse Cursed Technique. Once per round when Sukuna receives damage, he may use his Reverse Cursed Technique.

LEGENDARY ACTIONS

The Sukuna 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 Sukuna regains spent legendary actions at the start of its turn.

Movement. Sukuna moves up to his movement speed towards a creature which he can see.

Cursed Technique. Sukuna can use one of his Extension, Lapse, or Improved Techniques. (Costs 2 actions)

Domain Expansion. Sukuna uses his Domain Expansion. (Costs 3 actions)

sukuna-s-original-body-in-jujutsu-kaisen.jpg
A depiction of the ancient sorcerer Ryomen Sukuna, known as the King of Curses. [1]

"According to legend, Sukuna was an Imaginary Demon during the Heian Era but in truth he was a sorcerer also known as the Disgraced One. Jujutsu sorcerers of the Golden Age of Jujutsu gave their all against him but ultimately fell one after another. Sukuna existed throughout the ages by transforming into a cursed object after death, a state where he split his power into twenty indestructible fingers." [1]

Domain Expansion: Malevolent Shrine

As an Action for 1 Cursed Energy, Sukuna makes a handsign and uses his domain expansion, manifesting a shrine with skeleton pieces behind himself. He may either form a barrier around his domain in a 175 ft. circle around him for 2 minutes, or make it a Barrierless Domain. When he chooses to opt out of creating a barrier, his domain's range increases to 655 ft., with a center in the middle. His domain cannot be destroyed unless he receives 345 damage to his maximum hit points, at which he must make a Constitution saving throw (DC 15 + half the damage taken). On a failure, the domain is destroyed. On a domain clash, his domain effects and cursed techniques can target the outside barrier of the other domain directly. If he chooses to create a closed domain, all creatures outside of his domain will receive 114 (38d6) bludgeoning damage and pushed to the edge of the barrier, receiving additional 1d4 Bludgeoning damage per object they collided with. At the beginning of Sukuna's turns, all creatures inside the domains range of his choice receive two cursed energy attack rolls depending on whether or not they have cursed energy. They receive two maximum damage Dismantles if they have no cursed energy or spellcasting (+47 to hit, 456 (114d8) Slashing damage), and two maximum damage Cleaves if they have cursed energy (+47 to hit, 912 (152d12) Slashing damage). Objects and structures within the domain's radius receive the beginning of each round. Right after ending his Domain Expansion, Sukuna cannot use any of his cursed techniques and gains 1 level of exhaustion for 1 minute.

Refiniment Points

Sukuna's domain refinement points are 950. (I don't want to give him 1K even though he would definitely have it. . . he'd be insane even for an overpowered template monster sheet.)

Domain Durability. Sukuna's domain has 5700 hit points and an AC of 55 under closed barrier conditions. It is also immune to non-magical damage from both sides, however it will still be resistant to all damages from the inside and vulnerable to all damages from the outside.

Barrer Resistance. As part of expanding his domain, Sukuna may decide if it wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, his cursed techniques deal 38 additional damage dice.

Domain Amplification. As an action for 15 cursed energy, Sukuna can cover his body to "wear" his domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negate any defensive technique or spell, and can bypass barriers such as Infinity. Sukuna will also negate a domain's sure hit effect in case he is inside one. In addition, Sukuna can not use his Innate Technique unless he dismisses Domain Amplification as a bonus action. Even if Sukuna dismisses it, for 1 minute he can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output if the user has 51 or more higher refinement than Sukuna. If they are within 50 refinement of Jogo, he has resistance to their technique, and if they have 51 or less refinement than Sukuna, he is immune to their techniques even if they use Maximum Output.

0.2 Domain Expansion. As an action for 15 cursed energy, Sukuna can make it so that his domain only lasts until the end of his turn. It cannot be reacted to unless the creature has a higher Dexterity score than 86. When opening his domain this way, all creatures inside will be targeted by its effects.

Compression. As a bonus action while on his domain, Sukuna can spend 5 cursed energy to compress it, making the outside become a small circle of 5 ft. The inside, however, will be the same size. Attack rolls against his domain on the outside are made with disadvantage, while barrierless domains must use this feature to target his domain on the outside. This effect lasts until the end of the domain.

Burnout Recovery. Whilst under the effects of Technique Burnout, Sukuna can expend 8 cursed energy as a reaction to regain his Cursed Technique and remove the exhaustion gained from burning out. Every time he uses this feature, he must succeed on a DC 5 Constitution saving throw. On a success, he regains his cursed technique without any major consequences. On a failure, his eyes and nose begin to bleed profusely as he takes 8d6 psychic damage and cannot take actions or bonus actions until the start of his next turn. This saving throw DC increases by 5 for every success, is reduced by 5 for every minute that passes, and returns to its original DC at the end of a long rest.

Feats

Dense Cursed Energy

Athlete History

50 Meters in 3 Seconds!

Untraceable Speed

Strong Body

Black Flash

Immense Cursed Energy

Overflowing Cursed Energy

Overpowering Cursed Energy

Cursed Enhanced Body

Cursed Energy Reinforcement

Chanting

Reverse Cursed Technique

Improved Reverse Cursed Technique

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