Wizard (Jujutsu Kaisen Supplement)

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Wizard[edit]

Large monstrosity (shikigami), unaligned


Armor Class 18 (natural armor)
Hit Points 156 (15d12 + 60)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 17 (+3) 18 (+4) 19 (+4)

Saving Throws Wis +7, Cha +7
Senses passive Perception 14
Languages
Challenge 8 (3,900 XP)


Cursed Energy. The Wizard has 20 Cursed Energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The Wizard recovers 2 Cursed Energy at the beginning of it's turns.

Invisible Force. The Wizard is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

Growth. Forms summoned by the Wizard have the same buffs from Growth as the forms summoned by it's creator.

Armament. The Wizard can use the Armament Extension when summoning forms.

Magical Weapons. The Wizard's attacks are considered magical.

ACTIONS

Multiattack. The Wizard makes three attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Cursed Energy Orb (1 Cursed Energy.) Cursed Energy Attack: +7 to hit, range 50/100 ft., one target Hit: 23 (3d12 + 4) necrotic damage.

Worm Creation (1-5 Cursed Energy.) The Wizard may summon forms from the Worm Creation feature.

  • Thrall (1-3 Cursed Energy.)
  • Acolyte (2-4 Cursed Energy.)
  • Knight (5 Cursed Energy.)

Poison Cloud (1-3 Cursed Energy.) The Wizard emits a poisonous cloud, covering a 30 ft. circle around it, this cloud remains until the Wizard finishes it's next two turns. All creatures in the circle are forced to make a DC 18 Constitution saving throw. On a failure they take 13 (2d12) poison damage per cursed energy spent and are poisoned. On a success they take half as much damage and are not poisoned. Any creature that enters the cloud or begins their turn in it must make this save again. All worm forms are immune to the poison, thus do not have to make the save.

Additionally, the area inside the cloud is Heavily Obscured for all creatures except worm forms.


VolmarInfo.png
A form focused on quality, it has enough worms and power to become partially self-sustaining, being able to generate its own worms and worm forms. However this makes it impossible to maintain more than a few of this form simultaneously. [[1]]
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