Vengeful Cursed Spirit (Jujutsu Kaisen Supplement)

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Kumori Fushin[edit]

Medium undead (cursed spirit), chaotic good


Armor Class 19 (natural armor)
Hit Points 960 (120d10+300)
Speed 30 ft., hover 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

Saving Throws Str +11, Dex +12, Cha +12
Skills Athletics +11, Intimidation +12, Perception +8
Proficiency Bonus +7
Damage Vulnerabilities radiant
Damage Resistances necrotic, poison
Condition Immunities frightened, charmed
Senses passive Perception 18
Languages understand and can speak the languages of her master
Challenge 24 (62,000 XP)


Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Kumori. Although, if these creatures were in a life or death situation(less than half their maximum hit points), they gain the ability to see her.

Cursed Energy. Kumori has 160 cursed energy that she can use to fuel her abilities. All of her cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. Kumori regains 3 cursed energy at the beginning of each of her turns.

Self-Alteration. As a free action, Kumori can spend a specific amount of cursed energy to change a part of her body. The type of alterations she can make are listed here. She can change her body to another self-alteration as a free action.

Soul Maintenance. As a free action for 1 Cursed Energy or Reaction for 2 Cursed Energy, Kumori can regenerate an amount of Body Hit Points equal to her current Soul Hitpoints. Any lost limbs are restored if Soul Maintenance has been used to recover Body Hitpoints.

Undead Nature. She doesn’t need to eat, drink, or breathe. She doesn’t need to sleep. She has advantage on saving throws against disease and being poisoned, and she has resistance to poison damage. Her creature type is undead, specifically cursed spirit.

Not Going Down(1/long rest). When Kumori is reduced to 0 hit points, she may fall to 1 hit point instead.

Cursed Weapons Storage Kumori has an extra-dimensional space where she may store cursed tools. Her master may order Kumori to spend 1 cursed energy, showing all of the items inside of it. The sorcerer can then use a bonus action to pick up one of the cursed tools inside, making Kumori's chest close immediately after. All of the cursed tools still count against Kumori's carrying capacity.

Cursed Attacks. Kumori's unarmed strikes are considered magical.

Cursed Strike Before making a Claw attack, Kumori may spend up to her proficiency bonus in Cursed Energy, adding 1d8 Necrotic to her damage. This may also be used as a response to her hitting a Nat 20. This energy persists until Kumori hits a target or 1 minute passes.

Strong Body. She reduces all damage except psychic or thunder by 3, although cursed or magical attacks can bypass her defenses.

Idle Transfiguration. Kumori has learned to use Idle Transfiguration, allowing her to reshape the bodies and souls of those she touches at will. This ability is potent and versatile, often leading to irreversible effects.

  • Shape Flesh. Kumori can alter the body of any creature she touches, causing them to mutate. As an action, Kumori can touch a creature within reach and spend 10 cursed energy to force them to make a Constitution saving throw (DC: 8 + proficiency bonus + Charisma modifier). On a failure, the target’s body mutates in a horrifying way, rendering them unable to take reactions until the end of Kumori's next turn and dealing 3d10 necrotic damage.
  • Soul Manipulation. Kumori can sense and alter souls at a touch. She can target a creature she’s touched and spend 20 cursed energy to force a Wisdom saving throw (same DC as above). On a failure, Kumori can choose to either restrain their soul, making them unable to act for 1 round, or cause a physical transformation that lasts until dispelled.
  • Soul Transfiguration (1/Long Rest). Kumori may use 50 cursed energy to reshape a creature’s soul entirely, warping both mind and body. The target must succeed on a Charisma saving throw (same DC as above) or be rendered unconscious as their soul and body are warped. While unconscious, they are paralyzed and take 10d10 necrotic damage at the start of each of Kumori's turns. If this damage reduces them to 0 hit points, they die, and their body is permanently altered in a horrific form. If they succeed on the saving throw, they become immune to this effect for 24 hours.

ACTIONS

Multiattack. Kumori can make 7 claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d10 + 4) slashing damage.

Cursed Energy Beam(1+ cursed energy). As an action for 1 or more cursed energy, Kumori launches a beam of pure cursed energy. All creatures in a 20-foot wide, 120-foot long line originating from Kumori are forced to make a Dexterity saving throw (DC: 8 + Proficiency Bonus + Charisma mod). On a failure, they take 4d12 force damage and are knocked prone, on a success they take half as much damage and are not knocked prone. For every cursed energy Kumori spends on this feature, she adds 1d12 to her damage dice. She can spend up to her charisma modifier times 2 cursed energy on this action. If she spends an additional action, she can charge up this beam, releasing it upon taking the second action to deal double the damage dice at cost of double the cursed energy. Objects in the area also take damage, double the damage that a creature would take.

Store Creatures. Kumori can store up to 6 large or lower-sized willing or unconscious creatures in an extra-dimensional space created by her master's technique. The creatures inside are restrained until they leave the shadow storage, as a bonus action for 1 cursed energy for each person, making any attacks that would target them target herself instead. She may drop all creatures as a free action. If Kumori is dispelled while creatures are stored inside her, the creatures appear on the ground below where she previously was. Kumori cannot store unwilling creatures.

Idle Transfiguration. As an action for any amount of cursed energy up to 9, Kumori can touch a creature within her reach and force said creature to make a Constitution saving throw (DC:24). On a failure, they take 5 (1d10) necrotic damage per cursed energy spent + 110 (22d10) necrotic damage. On a success, they take half as much damage. If damage from this feature reduces a creature to 0 hit points, they become one of Kumori's Transfigured Humans.

Jujutsu Awakening. As an action for 10 cursed energy, Kumori can touch a willing creature and mess with its brain. The creature will gain 3 levels in the jujutsu sorcerer class, and will lose a number of levels on its old class equal to the levels gained. If the creature has no levels, it will gain one level instead. Kumori may only do this once per creature. Once awakened this way, the creature cannot take a sorcerer path, but will gain a random Innate Technique assigned by the GM.

Polymorph. For x cursed energy(with x being the beast's CR, minimum 1), Kumori can transform herself into a beast. The transformation lasts for 1 minute, until she uses it again, or until she drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than her jujutsu sorcerer level. Her Strength, Dexterity, and Constitution scores are replaced by the scores of the chosen beast. She can maintain her alignment and personality.

Body Clone For 10 Cursed Energy, Kumori may create a perfect copy of herself with her maximum of hit points and maximum of Cursed Energy. It is identical to her, is controlled by her, acts on her turn, and Kumori can see through her eyes and hear through her ears. Her clone cannot use any of her Innate Technique features except self-alteration. Kumori can't make another clone after the first one until it dies or she touches it and it automatically rejoins

BONUS ACTIONS

Cursed Blast of Blows. Immediately after taking the Attack action on her turn, Kumori can spend 3 cursed energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Kumori can spend 3 cursed energy to take the Dodge action as a bonus action on her turn.

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

Polymorph. As a bonus action for x cursed energy(with x being the beast's CR, minimum 1), Kumori can transform herself into a beast. The transformation lasts for 1 minute, until she uses it again, or until she drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than her jujutsu sorcerer level. Her Strength, Dexterity, and Constitution scores are replaced by the scores of the chosen beast. She can maintain her alignment and personality.

Advanced Regeneration. Kumori can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, she may use her Advanced Regeneration.

Cursed Enhanced Body. Whenever Kumori makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, she may spend Cursed Energy up to her Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.

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Kumori, a Vengeful spirit, 1

This kind of vengeful spirit was created due to a loved one not wanting to let go of their partner, it is extremely strong and aggressive.

Overpowering Cursed Energy. When Kumori rolls initiative or as a Free Action on her turn she may choose any number of creatures within 180 feet or that can see her and force them to make either a Wisdom or Charisma saving throw. On a failure, they are frightened for 1 minute.

  • Their ability checks, saving throws, attack rolls and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by Kumori's Charisma modifier.
  • They cannot concentrate
  • They have disadvantage against Kumori's saving throws while it gains advantage against their saving throws.

A creature can remake this saving throw at the end of each of their turns. If the creature's CR or level is equal to or higher than Kumori's CR, they make this saving throw with advantage, and choose which to make instead of it choosing. If the creature's CR or level is 3 or more below its Kumori's CR, they make this saving throw with disadvantage and their lower save bonus(including features and other bonuses) is chosen automatically. Once a creature passes this saving throw, they become immune to this for 24 hours, unless their CR or level is at least 3 or more below Kumori's level. Creature's must also make this check when attempting to feel the Cursed Energy of the Vengeful Spirit.

Feats

Strong Body, Athlete History, Colossal Physique

Quick Alterations, Soul Manipulation Expert

Basic Barrier

Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy

Cursed Enhanced Body, Improved Cursed Energy Output, Innate Domain

Not Cannon. Vengeful Cursed Spirit Kumori is not an official Cursed Spirit demonstrated in the Jujutsu Kaisen franchise or the supplement. It is intended to populate the lack of spirits in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign. If you'd like to use it please contact sarkonaa and credit him. Keep in mind some features have been tailored to be an extension of the Idle Transfiguration technique.

The Soul Dictates The Shape Of The Body

Kumori's Innate Technique Idle Transfiguration makes her body almost invincible due to the need to hit her soul.

Hit Points

Kumori has two sets of hit points, known as body hitpoints and soul hitpoints. Both the Body and Soul hit points have the same amount of maximum hit points, all non-magical and magical damage directed at Kumori that does not directly or indirectly strike the soul can only reduce hit points from her Body Hit Points. If an attack manages to strike the soul, Kumori loses an amount of soul hitpoints equal to the amount of damage taken. Should the current amount of body hit points be reduced to 0, Kumori will temporarily be under the incapacitated condition until she has at least 1 Body Hitpoint. If Kumori has taken soul damage, your body hit points cannot be healed past the current amount of Soul Hit Points you have. Kumori cannot actively regenerate Soul Hitpoints, she regenerates 1 Soul Hitpoint for every minute that passes out of Combat. Reduced Maximum Soul Hit Points will always return at the end of a long rest. If both the maximum amount of Soul Hitpoints and Body Hit Points reach 0, Kumori dies outright.

Things That Damage the Soul

Cursed Techniques. The following techniques deal damage to Kumori:

  • Cursed Straw:Resonance Should a user of Cursed Straw Doll use Resonance on an Idle Transfiguration user, the damage dealt will reduce the maximum amount of Soul Hit Points equal to the damage dealt and these lost hit points cannot be regained until the user takes a long rest.
  • Ten Shadows Technique:Mahoraga If a Ten Shadows technique user summons Eight-Handled Sword Divergent Sila Divine General Mahoraga and Eight-Handled Sword Divergent Sila Divine General Mahoraga starts adapting to this “Damage Immunity”, it will go in the following direction. Mahoraga will first only strike the body, then after its first adaption it will deal ¼ of the damage dealt to the Body Hit Points to the Current Amount of Soul Hitpoints, the second adaption will move to ½ the damage to the Current Amount of Soul Hitpoints, the third adaption would be the full amount of damage to the Current Amount of Soul Hitpoints.

Items. The following items deal damage to Kumori:

  • Split Soul Katana Whenever Kumori takes damage from the Split Soul Katana, she reduces her maximum amount of Soul Hitpoints by the damage taken.
  • Inverted Spear Of Heaven If the Inverted Spear Of Heaven is lodged into Kumori, she will not be able to use a free action to Maintain her Soul until it is removed from her body.
  • Soul Observant There are exceptions in the jujutsu world and it is those who are able to perceive the contours of the soul. These individuals are able to do damage to the soul, any damage dealt to the body by them, a ¼ of that will be dealt to the soul. Creatures who are Cursed Vessels whether a failed Cursed Vessel or successful one, will also deal ¼ of their damage to the soul. Additionally, creatures with the humanoid prison cursed feat also deal ¼ of the total damage.

Domain Expansion: Self-Embodiment of Perfection

Kumori creates a large dimension with two colossal hands reaching downwards from the sky, making escaping death almost impossible. At the beginning of her turns, any amount of creatures chosen except Kumori must make a Constitution saving throw. On a failure, On a failure, Kumori may choose to make them one of her transfigured creatures. On a success, they take Kumori's normal domain expansion damage.

Refiniment Points

Kumori's domain refiniment points are 600.

Domain Durability. His domain has 1500 hit points.

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

Increased Potency. While inside her domain, her cursed techniques deal 8 additional damage dice.

Lasting Domain Kumori's Domain lasts 2 minutes instead of 1

0.2 Domain Expansion As part of opening her domain, Kumori can make it last only until the end of her turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than her Charisma score. When she opens her domain this way, all creatures inside it will be targeted by its effects, Kumori doesn’t have the option to choose.

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