Vengeful Spirit (Jujutsu Kaisen Supplement)

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Vengeful Spirit

Large undead (cursed spirit), lawful evil


Armor Class 18 (natural armor)
Hit Points 34 (3d10+18)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 18 (+4)

Saving Throws Str +6, Dex +3, Cha +6
Skills Athletics +6, Intimidation +6, Perception +2
Proficiency Bonus 2
Damage Vulnerabilities radiant
Damage Resistances necrotic, poison
Condition Immunities frightened, charmed
Senses passive Perception 12
Languages understands the languages of it's master, but can't speak
Challenge 0 (0 XP)


Scaling Spirit The spirit’s base statistics scale based on the summoner’s. Its proficiency bonus equals the summoner’s, its Charisma, Dexterity, Strength, and Constitution scores are increased by half the summoner’s level(rounded down) and its hit dice count is boosted by the summoner’s level(with its hit points changing accordingly). Additionally, its speed is increased by the summoner’s unarmored movement value.

Cursed Energy. The vengeful spirit has half of the summoner’s cursed energy (Rounded Up). It also has an additional amount of Cursed Energy equal to Half the summoners level (Rounded Up) + The Vengeful Spirit's Charisma mod + The Vengeful Spirit's Proficiency Bonus added twice. All of the cursed energy, when used, is unavailable until it takes a long rest.

Improved Cursed Energy Recovery. The curse regains half its charisma modifier (rounded up) in cursed energy at the beginning of each of it's turns.

Undead Nature.You don’t need to eat, drink, or breathe. You don’t need to sleep. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. Your creature type is undead, specifically cursed spirit.

Not Going Down(1/long rest). When the Vengeful Spirit is reduced to 0 hit points, it may fall to 1 hit point instead.

Cursed Weapons Storage The Vengeful spirit has an extra-dimensional space where you may store cursed tools. It's master may order the Vengeful Spirit to spend 1 cursed point to open it's chest, 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 the Vengeful Spirit's chest close immediately after. All of the cursed tools still count against the Vengeful Spirit's carrying capacity.

Cursed Strike Before making a Claw attack, the Vengeful Spirit may spend up to it's proficiency bonus in Cursed Energy, adding 1d8 Necrotic to it's damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Vegenful Spirit hits a target or 1 minute passes.

Strong Body. The spirit reduces all damage except psychic or thunder by 3, although cursed or magical attacks can bypass through it.

ACTIONS

Multiattack. The Vengeful spirit can make one + 1/4th of the summoner’s level rounded down claw attacks.

Claw. Melee Weapon Attack: Summoner’s cursed energy attack bonus to hit, reach 5 ft., one target. Hit: (2dX + plus its strength modifier) slashing damage, where X is the summoner’s martial arts dice.

Cursed Energy Beam(1+ cursed energy). As an action for 1 or more cursed energy, the vengeful spirit launches a beam of pure cursed energy. All creatures in a 20 foot wide, 120 foot long line originating from the vengful spirit 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 the vengeful spirit spends on this feature, it adds 1d12 to its damage dice. It can spend up to the summoner’s 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. The vengeful spirit can store up to 6 large or lower sized willing or unconscious creatures in a cursed energy sac created by the vengeful spirit which is then absorbed by the vengeful spirit and the creatures inside are restrained until they leave the cursed sac, as a bonus action for 1 cursed energy for each person, making any attacks that would target them target itself instead. It may drop all creatures as a free action. If the vengeful spirit is dispelled while creatures are stored inside her, the creatures appear on the ground below where the vengeful spirit previously was. The vengeful spirit cannot store unwilling creatures.

BONUS ACTIONS

Advanced Regeneration. The curse 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, the curse uses it's Advanced Regeneration.

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

39914ffb85b1b4d48e8993f95a5c09fc.jpg
Rika, a Vengeful spirit, 1

This kind of vengeful spirit was created due to a loved one not wanting to let go of it's user, it is extremely strong and agressive.

Overpowering Cursed Energy. When this creature rolls initiative or as a Free Action on its turn it may choose any number of creatures within 180 feet or that can see it 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 its Charisma modifier.
  • They cannot concentrate
  • They have disadvantage against the spirit'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 the summoner's Jujutsu Sorcerer level, 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 summoner's level, 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 it for 24 hours, unless their CR or level is at least 3 or more below the summoner's level. Creature's must also make this check when attempted to feel the Cursed Energy of the Vengeful Spirit.

Feats

Immense Cursed Energy

Overflowing Cursed Energy

Overpowering Cursed Energy

Cursed Enhanced Body

Improved Cursed Energy Output

Strong Body

Athlete History

Colossal Physique

5.00
(3 votes)

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