Alzheimer's Curse (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Alzheimer's Curse[edit]

Large undead (Cursed spirit), chaotic evil


Armor Class 19 (natural armor)
Hit Points 513 (54d10+216)
Speed 75 ft fly


STR DEX CON INT WIS CHA
8 (-1) 24 (+7) 18 (+4) 14 (+2) 10 (+0) 26 (+8)

Saving Throws Dex +13, Cha +14
Skills Intimidation +14, Stealth +13
Damage Vulnerabilities Radiant
Damage Resistances non-magical bludgeoning, piercing, and slashing
Damage Immunities Poison
Condition Immunities poisoned
Senses Passive Perception 10
Languages
Challenge 18 (20,000 XP XP)


Cursed Energy. The Alzheimer's Curse has 73 Cursed Energy to spend on its features.

Improved Cursed Energy Recovery. The Alzheimer's Curse gains 4 Cursed Energy at the beginning of each of its turns.

Cursed Attack. The curse's attacks are considered magical.

Invisible Force. The Alzheimer's Curse 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 the Alzheimer's Curse.

Hard to Kill If you were reduced to 0 hit points, you can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill you outright. This feature does not work if the damage that had reduced you to 0 hit points was radiant damage. You may use this feature once per long rest. You also have resistance to psychic damage as your body and mind are vastly different from the likes of humans, sorcerers or non-sorcerer included.

Famous Name You are based on a real world fear, so people's fear for you is far greater than to other normal curses. Whenever you roll initiative, you may force every hostile creature that can see you to make a Wisdom saving throw(DC 22). On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of Their turns to end the condition early. On a success, they are immune to this feature for 24 hours. You may use this feature as much as your Charisma modifier(minimum 1).

Cursed Nature.You are a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. You become vulnerable against radiant damage.

Sadism You have immense sadism when beating your victims. Whenever you deal damage to someone who is frightened of you, half of the total damage will be converted in temporary hit points to yourself. These temporary hit points cannot go above your level.

ACTIONS

Multiattack. The Alzheimer's Curse makes 3 attacks

Phantom Claw Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8+7) slashing damage plus 11 (2d10) psychic damage.

Mind Bolt Ranged Weapon Attack: +13 to hit, range 50/100 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 11 (2d10) psychic damage.

Curse of Forgetfulness (3 Cursed Energy) The Alzheimer's Curse lets out a wave of Cursed Energy. Every creature within 30 ft of this wave is forced to make an Intelligence (DC 22) saving throw. On a failure, they take 8d10 Psychic damage and forget how to use one of their Cursed Energy features for 1 minute (This can be anything from a technique feature, to a feat like RCT, or something like a Cursed Energy Manipulation type). If they fail this saving throw by 5 or more, they forget 2 features instead of just 1. On a success, they take half damage and don't forget anything. The creature can remake this saving throw at the beginning of each of their turns. On a success, they are able to recall 1 of the features that they had previously forgotten.

BONUS ACTIONS

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

Cursed Patient Defense. The curse can spend 3 Cursed Energy to take the Dodge action as a bonus action on its turn.

Cursed Wind Step. The Alzheimer curse can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled until the end of the Alzheimer curse' turns.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration.

Cursed Enhanced Body. Whenever the Alzheimer curse 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.

LEGENDARY ACTIONS

The Alzheimer's Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Alzheimer's Curse regains spent legendary actions at the start of its turn.

Advanced Regeneration. The Alzheimer's Curse uses its Advanced Regeneration

Curse of Forgetfulness (Costs 2 Actions) The Alzheimer's Curse uses its Curse of Forgetfulness

Feats

Regeneration

Advanced Regeneration

Immense Cursed Energy

Overwhelming Cursed Energy

Overpowering Cursed Energy

Cursed Enhanced Body

Improved Energy Output

Cursed Energy Concealer

Improved Body Functions

Reinforced Immune System

Improved Durability. This creature uses the Improved Durability rule.

5.00
(one vote)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png