Sun Dregs (Jujutsu Kaisen Supplement)

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Sun Dregs[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 17 (2d10(It gains another two dices every time the summoner levels up))
Speed 0 ft., 30ft. fly.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 20 (+5)

Saving Throws Cha +8
Proficiency Bonus +3
Damage Resistances Bludgeoning, piercing and slashing damage from non-magical sources.
Damage Immunities Poison, radiant
Condition Immunities poisoned
Senses passive Perception 10
Languages Understands it's masters' languages but can't speak them.
Challenge 5 (1,800 XP)


Cursed Energy. The Sun Dregs has 30 Cursed Energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Sun Dregs regains 1 cursed energy at the beginning of it's turns.

Cursed Weapons. The Sun Dregs' weapon attacks are magical.

Reverse Cursed Technique Pool. The Sun Dregs has a healing pool of 125 that it can use utilizing his Reverse Cursed Technique. It can heal this way until the pool ends, when the Sun Dregs enters burnout. It's reverse cursed technique pool replenishes at end of a long rest. Additionally, the Sun Dregs may try to force it's reverse cursed technique to come out despite being in burnout, forcing himself to make a DC 25 Constitution saving throw. On a success, it regains or heals half as much as he normally would.

Benevolent Touch. Sun Dregs is an extremely supportive shikigami, making it extremely special. It's Reverse Cursed Technique grants several benefits to creatures depending on how much it is applied. Whenever Sun Dregs heals a creature with it's Reverse Cursed Technique, they will gain the following effects depending on how much Cursed Energy was spent:

  • The creature gains 10ft. of movement speed for 1 minute per 3 Cursed Energy spent.
  • The creature will gain advantage on Constitution saving throws for 1 minute if 5 cursed energy is spent.
  • When 10 cursed energy or more is spent, for the next minute, any healing that would go past the creature's maximum hit points will turn into temporary hit points.
  • When 15 cursed energy is spent, the creature will have an extra Bonus Action on their next 5 turns.

Body Protection. Sun Dregs can use an action or reaction to swallow a willing creature inside its body, allowing the creature to remain inside of it. Creatures inside Sun Dregs are under the effects of full cover and can leave by spending half of their movement action, and they will receive double the amount of healing from Sun Dregs. Every time Sun Dregs moves, the creature moves along as well.

ACTIONS

Tentacles Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 3 (1d6) radiant damage.

Reverse Cursed Technique. Sun Dregs touches another creature with it's stingers, spending cursed energy to heal them with it's reverse cursed technique. The target regains 5 hit points per 1 cursed energy spent. Each hit point healed reduces the Sun Dregs's Reverse Cursed Technique pool accordingly.

BONUS ACTIONS

Reverse Cursed Technique Sun Dregs uses the Reverse Cursed Technique, spending cursed energy to heal with itself. It regains 10 hit points per 1 cursed energy spent. Each hit point healed reduces Sun Dregs's Reverse Cursed Technique pool accordingly.

REACTIONS

Reverse Cursed Technique In response to taking damage, Sun Dregs uses the Reverse Cursed Technique.

The Sun Dregs is a jellyfish shikigami that can be summoned. It has good supportive and healing capability, with it's Reverse Cursed Technique.

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