Vengeful Spirit (Jujutsu Kaisen Supplement)
Vengeful Spirit[edit]
Large undead (cursed spirit), lawful evil Armor Class 18 (natural armor)
Saving Throws Str +6, Dex +3, Cha +6 Scaling Spirit The spirit’s base statistics scale based on its Cursed Partner's. Its proficiency bonus equals the partner’s, its Charisma, Dexterity, Strength, and Constitution scores are increased by half the partner’s level(rounded down) and its hit dice count is boosted by the partner's level plus half of its partner's level(with its hit points changing accordingly). Additionally, its speed is increased by the partner’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 its turns. Cursed Attack. The curse's attacks are considered magical. Abnormal Body. Due to being a curse, the vengeful spirits appearance is sighted as bizzare and grotesque. It has 7 points it can spend on the Body Functions List, to further improve it. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Vengeful spirit. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the curse. Undead Nature. The Vengeful Spirit doesn't need to eat, drink, or breathe. It doesn’t need to sleep. It has advantage on saving throws against disease and being poisoned, and it has resistance to poison damage. The spirit's creature type is undead, specifically cursed spirit. Hard to Kill (2/long rest). If the curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. Not Going Down(1/long rest). When the Vengeful Spirit is reduced to 0 hit points, it may fall to 1 hit point instead. Grudge. Your spirit holds great resentment for someone. Choose a creature type, a size, then an alignment, the Vengeful Spirit has a +1 bonus to attack and damage rolls against them. Revenge. When someone hits the spirit, it can choose to make its next attack against the attacker with advantage. The spirit may use this feature as many times as its current proficiency bonus per long rest. Cursed Strike Before making a unarmed attack, the Vengeful Spirit may spend up to its proficiency bonus in Cursed Energy, adding 1d8 Necrotic to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Vengeful Spirit hits a target or 1 minute passes. Strong Body. The spirit reduces all damage except psychic or thunder by its Constitution Modifier, although cursed or magical attacks can bypass through it. Improved Body Functions. All radiant damage that the Vengeful Spirit receives is reduced by half its Summoner’s level, rounded down + their proficiency bonus (To a minimum of 1). Cursed Enhanced Body. When attacking with any natural weapon, the spirit may add half of its Charisma modifier (rounded down) to its attack and damage rolls. This only applies if it currently have 1 cursed energy or more. (Not Included) Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Vengeful Spirit can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
ACTIONSMultiattack. The Vengeful spirit can make one + 1/4th of the summoner’s level rounded down unarmed attacks. Unarmed Strike. Melee Weapon Attack: Spirits Strength Modifier + Proficiency bonus to hit, reach 5 ft., one target. Hit: (2dX + plus its strength modifier) bludgeoning damage, where X is the summoner’s martial arts dice. Store Creatures. As an action, 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 ACTIONSAdvanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Weapons Storage. The Vengeful Spirit possesses an extra-dimensional space within its chest, allowing it to store cursed tools. The Vengeful Spirit may spend a bonus action for 1 cursed energy to open its chest, revealing the items stored within. The sorcerer can use a free action to retrieve one of the stored tools, after which the chest closes immediately. All stored tools count toward the Vengeful Spirit’s carrying capacity. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the curse uses its 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. |
This kind of vengeful spirit was created due to a loved one not wanting to let go of its user, it is extremely strong and agressive. Overpowering Cursed Energy. When this creature rolls initiative it can choose any number of creatures within a range equal to its current Cursed Energy divided by 2, multiplied by its Charisma modifier (in feet) and force them to make a Wisdom saving throw. On a failure, they are frightened for 1 minute.
A creature can remake this Wisdom saving throw at the end of each of their turns, ending the effect on a success. If the creature's CR or level is equal to or higher than the partners's Jujutsu Sorcerer level, they make a Wisdom saving throw with advantage, and if their level or CR is 3 or more below the partner's, then they make the saving throw with disadvantage. If the creature's CR or level is 3 or more below its summoner's level, they become immune to this effect for 24 hours if they succeed on the saving throw. If a creature's CR or level is equal to or higher than the partner's, then they become immune to this effect until the partner's level exceeds theirs. Creature's must also make a Wisdom saving throw when attempting to feel the Cursed Energy of the Vengeful Spirit. The effects of Overpowering end on any creature that has 15 or more Maximum Cursed Energy than the spirit, and such creatures automatically succeed on all saving throws against this feature. The Vengeful Spirit counts as entering initiative when it Partially Manifests or Fully Manifests.
Athlete History, Colossal Physique, Strong Body, Improved Body Functions, Regeneration, Advanced Regeneration. Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy. |