Yisaki Himura (Sister Exchange Event Arc)
Fushiguro Megumi[edit]
Medium humanoid (human), lawful good Armor Class 17 (Unarmored Defense)
Saving Throws Dex +6, Int +7 Cursed Energy. Megumi has 21 cursed energy which he can expend in his features. Every cursed energy used will be spent, with Megumi only regaining it after he takes a long rest. Cursed Armor. For no action against being targeted by an attack or a damaging saving throw, Megumi can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Megumi can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Shadow Storage. Megumi may store objects in an extra-dimensional space within his shadow. Putting objects in his shadow takes no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items on his shadow still count against his carrying capacity. His shikigami count as objects for the purpose of this feature. Additionally, Megumi may trap hostile creatures within his shadow storage. Shikgami Maintenance. Megumi must maintain concentration to keep his Shikigami summoned. Megumi must make the saving throw for each shikigami he has summoned. Shikigami stored within his shadow do not count as being summoned for the purposes of this feature. For a saving throw to be required, the attack must have successfully reduced Megumi's actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When Megumi fails the concentration saving throw he can spend 1 cursed energy to succeed instead. Ten Shadows Command. As a free action Megumi can give a command to his shikigami. Shikigami Battle Master. While Megumi is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If he or any of his shikigami attack that same target during this turn he will also gain advantage on those attacks as well. ACTIONSMultiattack. Megumi makes two attacks with his unarmed strikes. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +3) bludgeoning damage Ten Shadows Summon. Megumi has access to 4 shikigami and may summon them as an action.
Megumi may also summon untamed shikigami and attempt to tame them these are:
BONUS ACTIONSMartial Arts. When Megumi uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or a melee weapon attack as a bonus action. Cursed Weapon Enhancement. Megumi can spend up to 3 Cursed Energy to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra damage equal to twice the amount spend. He can only use this enhancement again after 1 minute has passed. Cursed Blast of Blows (3 Cursed Energy). After Megumi uses the Attack action, Megumi can perform two unarmed strikes as a bonus action. Cursed Patient Defense (3 Cursed Energy). Megumi can take the Dodge action as a bonus action on his turn. Cursed Wind Step (3 Cursed Energy). Megumi can take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn. Shadow Trap. Megumi may force a creature standing on darkness to make a DC 15 Acrobatics check , they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside Megumi's domain then they automatically fail this check. On a success, they don't fall into his shadow storage. On a failure, they are trapped inside Megumi's shadow storage. Their weight counts against Megumi's carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Acrobatics check, they can attempt a DC15 Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft REACTIONSShadow Ridge (4 cursed energy). As a reaction against a melee attack roll, Megumi can force a creature within 10ft of himself to make a DC15 Dexterity saving throw with disadvantage. On a success, nothing happens, however on a failure the target has to roll the attack with disadvantage as their legs fall into their own shadow momentarily. Megumi can only cause disadvantage against this save once per round. Rabbit Escape (3 Cursed Energy). as a reaction to an attack made against Megumi. He can add his Charisma modifier to his AC, If this causes the attack to miss, Megumi reappears in any place within his movement speed range. This movement does not generate opportunity attacks. |
Jujutsu Sorcerer. Megumi has 5 levels in the Jujutsu Sorcerer class.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Megumi knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
Immense Cursed Energy, Shikigami Battle Master.
This creature uses the Improved Durability rule. |
Intellect Over Will
This creature uses the Intellect Over Will rule.