Ant King Curse (Jujutsu Kaisen Supplement)

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Ant King Curse[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 31 (Unarmored Defense)
Hit Points 1128 (48d12 + 816)
Speed 185 ft.


STR DEX CON INT WIS CHA
22 (+6) 28 (+9) 24 (+7) 14 (+2) 16 (+3) 26 (+8)

Saving Throws Dex +16, Con +14, Cha +15, Death Saving Throws +7
Skills Acrobatics +23, Animal Handling +10, Athletics +13, Intimidation +15, Nature +9, Perception +10, Stealth +23
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, Poison, Psychic, Slashing
Damage Immunities Bludgeoning, Piercing and Slashing from Nonmagical Attacks
Senses darkvision 160 ft., passive Perception 20
Languages Common (Specifically Korean)
Challenge 24 (62,000 XP)


Cursed Energy. The Ant King Curse has 133 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Reinforced Cursed Armor (1-11 Cursed Energy). The Ant King Curse can give himself 16 damage reduction and temporary hit points equal to the cursed energy spent times 20 for 1 minute. The Ant King Curse can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. The Ant King Curse gains damage resistance to 2 damage types that aren't Radiant when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to him using Cursed Armor. The Ant King Curse gains 14 temporary hit points at the beginning of his turns while his cursed armor is active. While the Ant King Curse has cursed Armor active it can spend 3 cursed energy to gain 13 damage reduction for that instance of cursed armor. When the Ant King Curse uses Cursed Armor, he can spend 4 additional cursed energy on it, however, when he spends over the normal amount on Cursed Armor, it becomes less efficient. Every 2 cursed energy spent will count as 1 when spending this additional amount.

Reinforced Cursed Strike (1-10 Cursed Energy). The Ant King Curse can, when making an Unarmed Strike, add 1d8 + 2d8 necrotic damage per Cursed Energy spent to his attack. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. The Ant King Curse's cursed strikes also deal an additional 14 damage. This bonus can be doubled by spending 3 Cursed Energy. When the Ant King Curse uses Cursed Strike on an unarmed strike, he can spend 2 cursed energy to gain a bonus to the attack roll that is benefiting from the Cursed Strike equal to half the cursed energy expended on the Cursed Strike. Every cursed energy spent on this feature counts as 2.

Curse-Empowered Strikes. The Ant King Curse deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes (already included). Additionally, his attacks are considered magical.

Evasion. Whenever The Ant King Curse makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Improved Cursed Energy Recovery. The Ant King Curse gains 4 Cursed Energy at the beginning of each of his turns.

Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when the Ant King Curse takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, the Ant King Curse has 3 reactions per round.

Curse Resistance. The Ant King Curse has advantage on saving throws against cursed techniques and other cursed energy effects.

Undead Nature. The Ant King Curse doesn’t need to eat, drink, breathe, or sleep.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Grim. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him.

Hard to Kill (2/long rest). If the Ant King Curse is reduced to 0 hit points, he can choose to drop to 1 hit point instead and is considered stable. The Ant King Curse regains 1 spent use on a short rest, and all spent uses on a long rest.

Famous Name (8/long rest). Whenever the Ant King Curse rolls initiative, he may force every hostile creature that can see him to make a DC 23 Wisdom saving throw. 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.

Your Fears Become Real. Whenever the Ant King Curse rolls a skill check related to ants, he does so with advantage.

Sadism. The Ant King Curse has immense sadism when beating his victims. Whenever he deal damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 24.

Eyes Of The Supernatural. The Ant King Curse can see normally through darkness caused by supernatural and non-supernatural effects. Additionally, when making Perception checks relying on sight, he counts as having expertise.

Devilish Form. The Ant King Curse gains advantage on all checks and saves to resist the charmed condition. He cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, he can end a condition caused by failing either a Wisdom or Charisma saving throw.

Elongated Limbs. The Ant King Curse's grapple and shove attempts have an additional 5 feet reach.

Resistant Body. When ingesting things that are harmful to the Ant King Curse, he doesn't suffer any ill effects if he chooses to integrate it into himself.

Biological Integration. As part of dealing piercing or slashing damage within melee reach the Ant King Curse may spend 2 cursed energy to make a Sleight of Hand check to eat and integrate a body part into himself.

Body Part (examples) DC for Sleight of Hand check
Nose, Ears, Teeth, Claws, Fangs Target's AC + 3
Eyes, Muscle Tissue, Bones Target's AC + 6
Venom or Ink Sacks, Gills, Intestines Target's AC + 9

Depending on the part he ate, he may integrate something related to it into his own body, such as giving him small poisonous fangs or claws from eating a snake fang, getting Darkvision from eating an owl's eye, getting the ability to shoot webs from his wrists by eating a spider's abdomen or getting other enhanced senses by eating things like a wolf's nose or ears.

The Ant King Curse can only integrate something biological that isn't Cursed Energy based (the Ant King Curse can remove this restriction by doubling the cursed energy cost, after reductions), a feat or a class feature. If something cannot be integrated without changing his outward appearance drastically, such as giving him horns, tusks, an exo-skeleton or new limbs, then it cannot be integrated. If he integrates 2 similar features, such as Darkvision or poison, then they stack on top of each other as best as possible, combining the senses and damage respectively.

If a creature is dead, the Ant King Curse may instead make an Investigation check to find a specific biological component he wants, such as a squid's ink sack or the gills from a fish, with the DC being determined by the DM and how complex of a body part he's trying to find (example: outward organs like noses and ears are DC 5, while things like organ could be DC 25).

The Ant King Curse can have up to 24 biological integrations. If he attempts to integrate another feature while he's at his maximum, he can either discard the current integration completely or choose to replace it with a previous integration. The Ant King Curse can also choose to discard any amount of integrations he has during a long rest.

The Ant King Curse can also choose to integrate a creature's vocal chords, being able to communicate with their voice precisely and learning all languages they knew. The Ant King Curse can store up to 7 voices (excluding his own), being able to switch between them with no action required. The Ant King Curse already has one voice integrated.

The Ant King Curse can also use this to integrate animal noises and languages, being able to speak with other members of the same species. He can store up to 14 animal noises and languages.

Memory Integration. While a corpse is within reach, the Ant King Curse may eat some of its brain to get access to its last memories before death. Doing this with an intelligent creature like a person might change the Ant King Curse's personality slightly, at DMs discretion, an example being that he might copy a person's interest in history dramas or their vocabulary. The action cost, cursed energy cost and memories recovered in minutes are described depending on creature size below.

Creature Size Action Cost Cursed Energy Cost Memories Recovered (minutes)
Tiny Free Action 1 Cursed Energy Quarter Intelligence Score
Small Bonus Action 2 Cursed Energy Half Intelligence Score
Medium Action 2 Cursed Energy Intelligence Score
Large Action 3 Cursed Energy Intelligence Score
Huge Full Turn Action 4 Cursed Energy Double Intelligence Score
Gargantuan Full Turn Action 5 Cursed Energy Double Intelligence Score

Stored Energy. During a short or long rest, the Ant King Curse can spend one of his hit dice to gain temporary cursed energy equal to the result rolled + 11. These temporary cursed energy last until the end of his next short or long rest. They are not restored by the Cursed Energy Recovery feature.

Battle Rhythm. Once per turn, when the Ant King Curse misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used.

Colossal Physique. The strength the Ant King Curse possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:

  • The Ant King Curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll he makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • The Ant King Curse has learned to put his weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Ant King Curse can force the creature hit to make a DC 24 Strength saving throw. On a failure, they are knocked back 60 feet in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Ant King Curse makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 8 times, regaining all uses after taking a long rest.

Untraceable Speed. If an action or feature increases any of the Ant King Curse's speeds, it is further increased by 45 feet.

Strong Body. The Ant King Curse will reduce all damage he takes but psychic or thunder by 7. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. The Ant King Curse has advantage in Constitution saving throws.

Improved Body Functions. All radiant damage that the Ant King Curse takes is reduced by 26.

Taijutsu Sorcery. Once per turn, the Ant King Curse can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1.

Cursed Enhanced Body. As long as the Ant King Curse has 1 cursed energy or more, he may add 4 to his attack and damage rolls with unarmed strikes (already applied).

Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, the Ant King Curse is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:

  • When the Ant King Curse makes a Strength, Dexterity or Constitution ability check, he may add 8 to it.
  • When calculating his jump distance and height, the Ant King Curse may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • The Ant King Curse may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, the Ant King Curse can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 4. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 45 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 9 rounds.

Divine Cursed Energy Output (8 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables the Ant King Curse to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 4. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:

Original Saving Throw Changed Saving Throw
Strength Dexterity
Dexterity Constitution
Constitution Strength
Wisdom Charisma
Charisma Wisdom

Whenever the Ant King Curse uses a cursed energy fueled feature and amplifies its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).

Playtime Is Over. When the Ant King Curse falls below half hit points (564 hit points), it may make a DC 25 Charisma saving throw. On a success, it transforms and evolves, turning into an Awakened Ant King Curse.

Legendary Resistance (3/day). If the Ant King Curse fails a saving throw, he can choose to succeed instead.

ACTIONS

Multiattack. The Ant King Curse makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 13) bludgeoning damage and 13 (2d12) necrotic damage.

Vicious Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 13) piercing damage and 13 (2d12) necrotic damage. Target is grappled and has disadvantage on attacks against the Ant King Curse.

Claws. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 13) slashing damage and 13 (2d12) necrotic damage.

Poison Tongue (Once per turn). Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 27 (4d6 + 13) piercing damage and 13 (2d12) necrotic damage. Target must make a DC 23 Constitution saving throw. On a failure the target takes 45 (10d8) poison damage and is paralyzed for 1 minute. On a success they take half damage and are not paralyzed. The creature can remake the Constitution saving throw at the start of their turns to end the effect on a success.

Memory Integration. While a corpse is within reach, the Ant King Curse may eat some of its brain to get access to its last memories before death. Doing this with an intelligent creature like a person might change the Ant King Curse's personality slightly, at DMs discretion, an example being that he might copy a person's interest in history dramas or their vocabulary. The action cost, cursed energy cost and memories recovered in minutes are described depending on creature size below.

Creature Size Action Cost Cursed Energy Cost Memories Recovered (minutes)
Tiny Free Action 1 Cursed Energy Quarter Intelligence Score
Small Bonus Action 2 Cursed Energy Half Intelligence Score
Medium Action 2 Cursed Energy Intelligence Score
Large Action 3 Cursed Energy Intelligence Score
Huge Full Turn Action 4 Cursed Energy Double Intelligence Score
Gargantuan Full Turn Action 5 Cursed Energy Double Intelligence Score

Ability Integration. While a dead body of medium size or smaller is within reach, the Ant King Curse may devour the entire brain to either gain proficiency in 2 skills the creature had proficiency in, expertise in one skill the creature had expertise in or a feat the creature had. If he chooses to integrate a feat, he can ignore one of the prerequisites for the feat, and he does not count as having the feat for the purposes of other prerequisites (example; if it has the Cursed Enhanced Body feat integrated he cannot use it for the prerequisites of the Cursed Energy Reinforcement feat).

The feat the Ant King Curse integrates cannot be a Background Feat, a Cursed Technique Feat, a Reverse Cursed Technique Feat, or any of the following feats:

The Ant King Curse can integrate up to 7 abilities. He can replace these integrations when he gains a new one, and he can remove any of them over a long rest.

Technique Integration. While a removed limb or dead body is within reach, the Ant King Curse may spend time and cursed energy, described below, to start an integration process, attempting to integrate a technique into his own. While he's in an integration process, he counts as concentrating, and if he ever breaks concentration the limb or body is lost and he must start over with a new one. The body part must have been removed from a live creature no less than 30 minutes ago by the time he's done with his integration process, and the dead body must have died within one hour of him finishing the integration process. Depending on the limb, it will limit the amount of the technique he's able to use, setting a maximum limit on the level he can reach in the technique.

Limb Time Needed Cursed Energy Cost Maximum Cursed Technique Level
Skin, Hair, Blood Action 5 Cursed Energy Quarter Intelligence Score
Tooth, Finger, Toe 15 Seconds 10 Cursed Energy Half Intelligence Score
Eye, Ear, Nose 30 Seconds 15 Cursed Energy Intelligence Score
Hand, Foot 1 Minutes 20 Cursed Energy Intelligence Score
Arm, Leg, Head 5 Minutes 25 Cursed Energy Double Intelligence Score
Entire Body 15 Minutes 30 Cursed Energy Double Intelligence Score

Due to their complexity, the Ant King Curse is unable to figure out and integrate any of the following techniques:

When finishing his integration process, the Ant King Curse must make an Arcana check, with the DC being the base cursed energy cost (meaning the cost before reductions) of the limb he's copying information from, being able to use Charisma instead of Intelligence for the check. On a failure, his cursed energy and time is wasted and he gains no benefits. On a success he integrates the technique into himself, gaining its Lapse Technique and any Technique Improvements directly to the Lapse for his own use as long as he meets the required level, and he abides by any features that apply directly to the lapse, (For example, the Active Use Technique feature of the Brain Technique.)

The Ant King Curse may not use more than one cursed technique at a time. Once per round, he may “switch” to another integrated innate technique(no action required). If he is actively using one of his cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. This includes any summoned entities, sustained abilities, or residual effects tied to the initial cursed technique. Additionally, he cannot use additional actions, reactions, or bonus actions granted by one cursed technique (e.g., the extra reactions from Projection Sorcery) to activate or utilize another cursed technique.

The Ant King Curse can have a up to 3 techniques integrated. If the Ant King Curse integrates a technique while at his maximum, he must choose which technique to replace, if any or to lose the current technique he's integrating.

Cursed Energy Pressure (1-9 Cursed Energy). The Ant King Curse forces all creatures within 5 ft. times the amount of cursed energy spent to make a DC 23 Strength saving throw. On a failure, they take (8d6 + 2d6 per cursed energy spent) necrotic damage and are knocked prone. On a success, they take half as much and are not knocked prone.

BONUS ACTIONS

Martial Arts. When the Ant King Curse uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, the Ant King Curse can perform two unarmed strikes or melee weapon attacks.

Cursed Patient Defense (3 Cursed Energy). The Ant King Curse can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Ant King Curse can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.

Explosive Blow (8, 10 or 14 Cursed Energy). The Ant King Curse concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If the Ant King Curse receives damage from any source, he must make a Constitution} saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Ant King Curse lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 cursed energy, the melee attack that the Ant King Curse uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Ant King Curse's attacks' ability modifier or Charisma modifier times 10 in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Ant King Curse's attack’s damage roll instead.

Memory Integration. While a corpse is within reach, the Ant King Curse may eat some of its brain to get access to its last memories before death. Doing this with an intelligent creature like a person might change the Ant King Curse's personality slightly, at DMs discretion, an example being that he might copy a person's interest in history dramas or their vocabulary. The action cost, cursed energy cost and memories recovered in minutes are described depending on creature size below.

Creature Size Action Cost Cursed Energy Cost Memories Recovered (minutes)
Tiny Free Action 1 Cursed Energy Quarter Intelligence Score
Small Bonus Action 2 Cursed Energy Half Intelligence Score
Medium Action 2 Cursed Energy Intelligence Score
Large Action 3 Cursed Energy Intelligence Score
Huge Full Turn Action 4 Cursed Energy Double Intelligence Score
Gargantuan Full Turn Action 5 Cursed Energy Double Intelligence Score

Untraceable Speed. The Ant King Curse may perform the Dash action or make a Skill Check he is proficient in.

Superior Regeneration. The Ant King Curse can spend up any amount of Cursed Energy, regaining hit points equal to 20 times the amount spent.

Afterimage Assault (1-19 Cursed Energy). The Ant King Curse can create a number of 1 hit point clones that are identical to himself up to half the amount spent. These clones can be used to grant flanking and can only be up to half his movement speed away from himself. Once per round, the Ant King Curse may swap with one of these clones as a reaction or bonus action. A creature can distinguish these clones from the original by making an DC 24 Insight check. They have advantage on this check if they have the Cursed Energy Tracker feat and are focusing on him with it, and they have disadvantage if he has the Cursed Energy Concealer feat active.

Cursed Energy Tracker. The Ant King Curse can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from the Ant King Curse. If he wins, the Ant King Curse gains advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Energy Concealer. The Ant King Curse may Hide, making a Stealth check. For the next 10 minutes, wherever he passes through he will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled +8, if they have any ability or feature that would allow them to track his cursed energy, and if not they can't track him at all.

REACTIONS

Untraceable Speed. The Ant King Curse can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against him, the Ant King Curse may move up to half of his speed in a direction of his choice. This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack roll he's reacting to he may roll a Acrobatics check to attempt to fully dodge. He rolls against the attack roll, causing the attack to miss regardless of his armor class if his Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless he's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If he fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then though he can’t fully dodge he may change which limb is targeted. In the case of a saving throw he is unaffected by the saving throw if he moves out of the area of effect.
  • The Ant King Curse can make one melee attack if he moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

Human Wall (8/long rest). Upon hitting 0 hit points, the Ant King Curse rolls a hit die. He regains the amount rolled in hit points.

Superior Regeneration. As a Reaction to suffering damage, the Ant King Curse uses his Superior Regeneration. The Ant King Curse has 4 additional reactions that may only be used for Regeneration.

Cursed Enhanced Body (1-9 Cursed Energy). Whenever the Ant King Curse makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw. The Ant King Curse has an additional reaction that may only be used for this feature.

LEGENDARY ACTIONS

The Ant King 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 Ant King Curse regains spent legendary actions at the start of his turn.

Regeneration. The Ant King Cures uses his Superior Regeneration.

Multiattack (Costs 2 actions). The Ant King Cures uses his Multiattack.

Cursed Technique (Costs 3 actions). The Ant King Cures uses one of his Cursed Technique.

Ant-King-1.gif
The Ant King Curse searching for a strong opponent

Jujutsu Sorcerer.

The Ant King Curse has 24 levels in the Jujutsu Sorcerer class.

Cursed Techniques

When a feature refers to the Ant King Curse's cursed techniques, it refers to Biological Integration, Memory Integration, Ability Integration and Technique Integration.

Feats

Special Grade Curse.

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient x 2, Regeneration, Advanced Regeneration, Improved Body Functions.

Taijutsu Sorcery, Afterimage Assault.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer.

Cursed Energy Manipulator, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output.

Epic Boons

Improved Cursed Energy Recovery, Superior Regeneration.

Improved Durability.

This creature uses the Improved Durability rule.

Awakened Ant King Curse[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 35 (Unarmored Defense)
Hit Points 1770 (60d12 + 1380)
Speed 205 ft., 205 ft. flying


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 16 (+3) 20 (+5) 30 (+10)

Saving Throws Str +19, Dex +23, Con +19, Cha +19, Death Saving Throws +9
Skills Acrobatics +28, Animal Handling +14, Athletics +28, Intimidation +28, Nature +12, Perception +23, Stealth +28
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, Poison, Psychic, Slashing
Damage Immunities Bludgeoning, Piercing and Slashing from Nonmagical Attacks
Senses darkvision 160 ft., passive Perception 33
Languages Common (Specifically Korean)
Challenge 30 (155,000 XP)


Cursed Energy. The Ant King Curse has 156 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Reinforced Cursed Armor (1-13 Cursed Energy). The Ant King Curse can give himself 20 damage reduction and temporary hit points equal to the cursed energy spent times 20 for 1 minute. The Ant King Curse can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. The Ant King Curse gains damage resistance to 2 damage types that isn't Radiant when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to him using Cursed Armor. The Ant King Curse gains 18 temporary hit points at the beginning of his turns while his cursed armor is active. While the Ant King Curse has cursed Armor active it can spend 3 cursed energy to gain 15 damage reduction for that instance of cursed armor. When the Ant King Curse uses Cursed Armor, he can spend 4 additional cursed energy on it, however, when he spends over the normal amount on Cursed Armor, it becomes less efficient. Every 2 cursed energy spent will count as 1 when spending this additional amount.

Reinforced Cursed Strike (1-12 Cursed Energy). The Ant King Curse can, when making an Unarmed Strike, add 1d10 + 2d10 necrotic damage per Cursed Energy spent to his attack. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. The Ant King Curse's cursed strikes also deal an additional 16 damage. This bonus can be doubled by spending 3 Cursed Energy. When the Ant King Curse uses Cursed Strike on an unarmed strike, he can spend 2 cursed energy to gain a bonus to the attack roll that is benefiting from the Cursed Strike equal to half the cursed energy expended on the Cursed Strike. Every cursed energy spent on this feature counts as 2.

Curse-Empowered Strikes. The Ant King Curse deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes (already included). Additionally, his attacks are considered magical.

Evasion. Whenever The Ant King Curse makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Improved Cursed Energy Recovery. The Ant King Curse gains 10 Cursed Energy at the beginning of each of his turns.

Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when the Ant King Curse takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, the Ant King Curse has 3 reactions per round.

Curse Resistance. The Ant King Curse has advantage on saving throws against cursed techniques and other cursed energy effects.

Undead Nature. The Ant King Curse doesn’t need to eat, drink, breathe, or sleep.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Grim. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him.

Hard to Kill (2/long rest). If the Ant King Curse is reduced to 0 hit points, he can choose to drop to 1 hit point instead and is considered stable. The Ant King Curse regains 1 spent use on a short rest, and all spent uses on a long rest.

Famous Name (10/long rest). Whenever the Ant King Curse rolls initiative, he may force every hostile creature that can see him to make a DC 27 Wisdom saving throw. 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.

Your Fears Become Real. Whenever the Ant King Curse rolls a skill check related to ants, he does so with advantage.

Sadism. The Ant King Curse has immense sadism when beating his victims. Whenever he deal damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 30.

Eyes Of The Supernatural. The Ant King Curse can see normally through darkness caused by supernatural and non-supernatural effects. Additionally, when making Perception checks relying on sight, he counts as having expertise.

Devilish Form. The Ant King Curse gains advantage on all checks and saves to resist the charmed condition. He cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, he can end a condition caused by failing either a Wisdom or Charisma saving throw.

Elongated Limbs. The Ant King Curse's grapple and shove attempts have an additional 5 feet reach.

Resistant Body. When ingesting things that are harmful to the Ant King Curse, he doesn't suffer any ill effects if he chooses to integrate it into himself.

Biological Integration. As part of dealing piercing or slashing damage within melee reach the Ant King Curse may spend 2 cursed energy to make a Sleight of Hand check to eat and integrate a body part into himself.

Body Part (examples) DC for Sleight of Hand check
Nose, Ears, Teeth, Claws, Fangs Target's AC + 3
Eyes, Muscle Tissue, Bones Target's AC + 6
Venom or Ink Sacks, Gills, Intestines Target's AC + 9

Depending on the part he ate, he may integrate something related to it into his own body, such as giving him small poisonous fangs or claws from eating a snake fang, getting Darkvision from eating an owl's eye, getting the ability to shoot webs from his wrists by eating a spider's abdomen or getting other enhanced senses by eating things like a wolf's nose or ears.

The Ant King Curse can only integrate something biological that isn't Cursed Energy based (the Ant King Curse can remove this restriction by doubling the cursed energy cost, after reductions), a feat or a class feature. If something cannot be integrated without changing his outward appearance drastically, such as giving him horns, tusks, an exo-skeleton or new limbs, then it cannot be integrated. If he integrates 2 similar features, such as Darkvision or poison, then they stack on top of each other as best as possible, combining the senses and damage respectively.

If a creature is dead, the Ant King Curse may instead make an Investigation check to find a specific biological component he wants, such as a squid's ink sack or the gills from a fish, with the DC being determined by the DM and how complex of a body part he's trying to find (example: outward organs like noses and ears are DC 5, while things like organ could be DC 25).

The Ant King Curse can have up to 30 biological integrations. If he attempts to integrate another feature while he's at his maximum, he can either discard the current integration completely or choose to replace it with a previous integration. The Ant King Curse can also choose to discard any amount of integrations he has during a long rest.

The Ant King Curse can also choose to integrate a creature's vocal chords, being able to communicate with their voice precisely and learning all languages they knew. The Ant King Curse can store up to 9 voices (excluding his own), being able to switch between them with no action required. The Ant King Curse already has one voice integrated.

The Ant King Curse can also use this to integrate animal noises and languages, being able to speak with other members of the same species. He can store up to 18 animal noises and languages.

Memory Integration. While a corpse is within reach, the Ant King Curse may eat some of its brain to get access to its last memories before death. Doing this with an intelligent creature like a person might change the Ant King Curse's personality slightly, at DMs discretion, an example being that he might copy a person's interest in history dramas or their vocabulary. The action cost, cursed energy cost and memories recovered in minutes are described depending on creature size below.

Creature Size Action Cost Cursed Energy Cost Memories Recovered (minutes)
Tiny Free Action 1 Cursed Energy Quarter Intelligence Score
Small Bonus Action 2 Cursed Energy Half Intelligence Score
Medium Action 2 Cursed Energy Intelligence Score
Large Action 3 Cursed Energy Intelligence Score
Huge Full Turn Action 4 Cursed Energy Double Intelligence Score
Gargantuan Full Turn Action 5 Cursed Energy Double Intelligence Score

Stored Energy. During a short or long rest, the Ant King Curse can spend one of his hit dice to gain temporary cursed energy equal to the result rolled + 13. These temporary cursed energy last until the end of his next short or long rest. They are not restored by the Cursed Energy Recovery feature.

Battle Rhythm. Once per turn, when the Ant King Curse misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used.

Colossal Physique. The strength the Ant King Curse possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:

  • The Ant King Curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll he makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • The Ant King Curse has learned to put his weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Ant King Curse can force the creature hit to make a DC 27 Strength saving throw. On a failure, they are knocked back 100 feet in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Ant King Curse makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 8 times, regaining all uses after taking a long rest.

Untraceable Speed. If an action or feature increases any of the Ant King Curse's speeds, it is further increased by 45 feet.

Strong Body. The Ant King Curse will reduce all damage he takes but psychic or thunder by 10. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. The Ant King Curse has advantage in Constitution saving throws.

Improved Body Functions. All radiant damage that the Ant King Curse takes is reduced by 33.

Taijutsu Sorcery. Once per turn, the Ant King Curse can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1.

Heavy Finisher (1-11 Cursed Energy). Once per round as part of hitting a melee attack, the Ant King Curse can make his target make a DC 27 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back 10 + the amount of cursed energy spent times 20 feet and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a DC 27 Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

The Ant King Curse can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, the Ant King Curse can spend up to 10 cursed energy to force his target to make a DC 27 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained in the ground. On a success, they take half as much damage and their speed is halved until the beginning of the Ant King Curse's next turn. If they fail by 5 or more, they are also Confused until the beginning of the Ant King Curse's next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Cursed Enhanced Body. As long as the Ant King Curse has 1 cursed energy or more, he may add 5 to his attack and damage rolls with unarmed strikes (already applied).

Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, the Ant King Curse is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:

  • When the Ant King Curse makes a Strength, Dexterity or Constitution ability check, he may add 8 to it.
  • When calculating his jump distance and height, the Ant King Curse may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • The Ant King Curse may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, the Ant King Curse can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 5. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 55 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 11 rounds.

Divine Cursed Energy Output (8 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables the Ant King Curse to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 4. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:

Original Saving Throw Changed Saving Throw
Strength Dexterity
Dexterity Constitution
Constitution Strength
Wisdom Charisma
Charisma Wisdom

Whenever the Ant King Curse uses a cursed energy fueled feature and amplifies its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).

Legendary Resistance (5/day). If the Ant King Curse fails a saving throw, he can choose to succeed instead.

ACTIONS

Multiattack. The Ant King Curse makes 5 attacks.

Unarmed Strike. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 37 (4d10 + 15) bludgeoning damage and 13 (2d12) necrotic damage.

Vicious Bite. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 37 (4d10 + 15) piercing damage and 13 (2d12) necrotic damage. Target is grappled and has disadvantage on attacks against the Ant King Curse.

Wicked Claws. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 37 (4d10 + 15) slashing damage and 13 (2d12) necrotic damage. The Ant King Curse's claws inflict an extra damage die on critical hits he scores with them. Additionally once per turn when he hits a creature with his claws the Ant King Curse can reduce the speed of the target by 10 feet until the start of his next turn. Additionally, once per turn per creature, the Ant King Curse may force a creature he hits with his claws to make a DC 27 Constitution saving throw, gaining the Bleeding condition on a failure, nothing happens on a success.

Poison Tongue (Once per turn). Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 37 (4d10 + 15) piercing damage and 13 (2d12) necrotic damage. Target must make a DC 27 Constitution saving throw. On a failure the target takes 55 (10d10) poison damage and is paralyzed for 1 minute. On a success they take half damage and are not paralyzed. The creature can remake the Constitution saving throw at the start of their turns to end the effect on a success.

Memory Integration. While a corpse is within reach, the Ant King Curse may eat some of its brain to get access to its last memories before death. Doing this with an intelligent creature like a person might change the Ant King Curse's personality slightly, at DMs discretion, an example being that he might copy a person's interest in history dramas or their vocabulary. The action cost, cursed energy cost and memories recovered in minutes are described depending on creature size below.

Creature Size Action Cost Cursed Energy Cost Memories Recovered (minutes)
Tiny Free Action 1 Cursed Energy Quarter Intelligence Score
Small Bonus Action 2 Cursed Energy Half Intelligence Score
Medium Action 2 Cursed Energy Intelligence Score
Large Action 3 Cursed Energy Intelligence Score
Huge Full Turn Action 4 Cursed Energy Double Intelligence Score
Gargantuan Full Turn Action 5 Cursed Energy Double Intelligence Score

Ability Integration. While a dead body of medium size or smaller is within reach, the Ant King Curse may devour the entire brain to either gain proficiency in 2 skills the creature had proficiency in, expertise in one skill the creature had expertise in or a feat the creature had. If he chooses to integrate a feat, he can ignore one of the prerequisites for the feat, and he does not count as having the feat for the purposes of other prerequisites (example; if it has the Cursed Enhanced Body feat integrated he cannot use it for the prerequisites of the Cursed Energy Reinforcement feat).

The feat the Ant King Curse integrates cannot be a Background Feat, a Cursed Technique Feat, a Reverse Cursed Technique Feat, or any of the following feats:

The Ant King Curse can integrate up to 9 abilities. He can replace these integrations when he gains a new one, and he can remove any of them over a long rest.

Technique Integration. While a removed limb or dead body is within reach, the Ant King Curse may spend time and cursed energy, described below, to start an integration process, attempting to integrate a technique into his own. While he's in an integration process, he counts as concentrating, and if he ever breaks concentration the limb or body is lost and he must start over with a new one. The body part must have been removed from a live creature no less than 30 minutes ago by the time he's done with his integration process, and the dead body must have died within one hour of him finishing the integration process. Depending on the limb, it will limit the amount of the technique he's able to use, setting a maximum limit on the level he can reach in the technique.

Limb Time Needed Cursed Energy Cost Maximum Cursed Technique Level
Skin, Hair, Blood Action 5 Cursed Energy Quarter Intelligence Score
Tooth, Finger, Toe 15 Seconds 10 Cursed Energy Half Intelligence Score
Eye, Ear, Nose 30 Seconds 15 Cursed Energy Intelligence Score
Hand, Foot 1 Minutes 20 Cursed Energy Intelligence Score
Arm, Leg, Head 5 Minutes 25 Cursed Energy Double Intelligence Score
Entire Body 15 Minutes 30 Cursed Energy Double Intelligence Score

Due to their complexity, the Ant King Curse is unable to figure out and integrate any of the following techniques:

When finishing his integration process, the Ant King Curse must make an Arcana check, with the DC being the base cursed energy cost (meaning the cost before reductions) of the limb he's copying information from, being able to use Charisma instead of Intelligence for the check. On a failure, his cursed energy and time is wasted and he gains no benefits. On a success he integrates the technique into himself, gaining its Lapse Technique and any Technique Improvements directly to the Lapse for his own use as long as he meets the required level, and he abides by any features that apply directly to the lapse, (For example, the Active Use Technique feature of the Brain Technique.)

The Ant King Curse may not use more than one cursed technique at a time. Once per round, he may “switch” to another integrated innate technique(no action required). If he is actively using one of his cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. This includes any summoned entities, sustained abilities, or residual effects tied to the initial cursed technique. Additionally, he cannot use additional actions, reactions, or bonus actions granted by one cursed technique (e.g., the extra reactions from Projection Sorcery) to activate or utilize another cursed technique.

The Ant King Curse can have a up to 4 techniques integrated. If the Ant King Curse integrates a technique while at his maximum, he must choose which technique to replace, if any or to lose the current technique he's integrating.

Cursed Energy Pressure (1-11 Cursed Energy). The Ant King Curse forces all creatures within 5 ft. times the amount of cursed energy spent to make a DC 23 Strength saving throw. On a failure, they take (8d6 + 2d6 per cursed energy spent) necrotic damage and are knocked prone. On a success, they take half as much and are not knocked prone.

BONUS ACTIONS

Martial Arts. When the Ant King Curse uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, the Ant King Curse can perform three unarmed strikes or melee weapon attacks.

Cursed Patient Defense (3 Cursed Energy). The Ant King Curse can take the Dodge action and it forces attackers to roll 3 dice and pick the lowest when they make an attack roll against him.

Cursed Wind Step (3 Cursed Energy). The Ant King Curse can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn. When the Ant King Curse takes the Dash action granted by this feature his movement speed triples for that turn, and when he takes the Disengage action granted by this feature his movement speed doubles for that turn.

Explosive Blow (8, 10 or 14 Cursed Energy). The Ant King Curse concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If the Ant King Curse receives damage from any source, he must make a Constitution} saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Ant King Curse lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 cursed energy, the melee attack that the Ant King Curse uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Ant King Curse's attacks' ability modifier or Charisma modifier times 10 in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Ant King Curse's attack’s damage roll instead.

Memory Integration. While a corpse is within reach, the Ant King Curse may eat some of its brain to get access to its last memories before death. Doing this with an intelligent creature like a person might change the Ant King Curse's personality slightly, at DMs discretion, an example being that he might copy a person's interest in history dramas or their vocabulary. The action cost, cursed energy cost and memories recovered in minutes are described depending on creature size below.

Creature Size Action Cost Cursed Energy Cost Memories Recovered (minutes)
Tiny Free Action 1 Cursed Energy Quarter Intelligence Score
Small Bonus Action 2 Cursed Energy Half Intelligence Score
Medium Action 2 Cursed Energy Intelligence Score
Large Action 3 Cursed Energy Intelligence Score
Huge Full Turn Action 4 Cursed Energy Double Intelligence Score
Gargantuan Full Turn Action 5 Cursed Energy Double Intelligence Score

Flow State (1/long rest). The Ant King Curse can hone in his focus and enter this enhanced state of being. For the following minute, he gains the following benefits:

  • The Ant King Curse's Strength, Dexterity, and Constitution scores increase by 4, as does their maximums.
  • The Ant King Curse gains 1770 temporary hit points.
  • The Ant King Curse's movement speed doubles.
  • The limit the Ant King Curse can spend on Cursed Energy Enhancements is doubled.

After a minute, this state ends and the Ant King Curse loses the benefits.

Untraceable Speed. The Ant King Curse may perform the Dash action or make a Skill Check he is proficient in.

Superior Regeneration. The Ant King Curse can spend up any amount of Cursed Energy, regaining hit points equal to 20 times the amount spent.

Afterimage Assault (1-21 Cursed Energy). The Ant King Curse can create a number of 1 hit point clones that are identical to himself up to half the amount spent. These clones can be used to grant flanking and can only be up to half his movement speed away from himself. Once per round, the Ant King Curse may swap with one of these clones as a reaction or bonus action. A creature can distinguish these clones from the original by making an DC 27 Insight check. They have advantage on this check if they have the Cursed Energy Tracker feat and are focusing on him with it, and they have disadvantage if he has the Cursed Energy Concealer feat active.

Protector's Stance (1-31 Cursed Energy). The Ant King Curse can harden his skin and enhance his senses for 1 minute. For the duration, he gains a damage reduction equal to double the amount spent, and his movement speed is halved. The Ant King Curse may end this stance at any time for no action required. Whenever he gets hit by a melee attack, he can make a melee attack against the attacker as a reaction. Whenever the Ant King Curse is hit by a melee attack, he can make a melee attack against the attacker as a reaction.

Additionally, for the duration Sukuna gains one additional reaction just to use this feature.

Cursed Energy Tracker. The Ant King Curse can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from the Ant King Curse. If he wins, the Ant King Curse gains advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Energy Concealer. The Ant King Curse may Hide, making a Stealth check. For the next 10 minutes, wherever he passes through he will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled +10, if they have any ability or feature that would allow them to track his cursed energy, and if not they can't track him at all.

REACTIONS

Untraceable Speed. The Ant King Curse can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against him, the Ant King Curse may move up to half of his speed in a direction of his choice. This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack roll he's reacting to he may roll a Acrobatics check to attempt to fully dodge. He rolls against the attack roll, causing the attack to miss regardless of his armor class if his Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless he's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If he fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then though he can’t fully dodge he may change which limb is targeted. In the case of a saving throw he is unaffected by the saving throw if he moves out of the area of effect.
  • The Ant King Curse can make one melee attack if he moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

Human Wall (10/long rest). Upon hitting 0 hit points, the Ant King Curse rolls a hit die. He regains the amount rolled in hit points.

Superior Regeneration. As a Reaction to suffering damage, the Ant King Curse uses his Superior Regeneration. The Ant King Curse has 4 additional reactions that may only be used for Regeneration.

Cursed Enhanced Body (1-11 Cursed Energy). Whenever the Ant King Curse makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw. The Ant King Curse has an additional reaction that may only be used for this feature.

LEGENDARY ACTIONS

The Ant King Curse can take 5 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 Ant King Curse regains spent legendary actions at the start of his turn.

Regeneration. The Ant King Cures uses his Superior Regeneration.

Multiattack (Costs 2 actions). The Ant King Cures uses his Multiattack.

Cursed Technique (Costs 3 actions). The Ant King Cures uses one of his Cursed Technique.

Ant-King-2.gif
The Ant King Curse awakening mid-combat.

Jujutsu Sorcerer.

The Ant King Curse has 30 levels in the Jujutsu Sorcerer class.

Cursed Techniques

When a feature refers to the Ant King Curse's cursed techniques, it refers to Biological Integration, Memory Integration, Ability Integration and Technique Integration.

Black Flash

When the Ant King Curse scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike or a weapon attack that benefits from either Cursed Weapon Enhancement, he can choose to make a DC 25 Charisma saving throw, landin a Black Flash on a success. Before the damage calculation, roll a d6, adding 4 to the result, to see how much additional Necrotic damage the Ant King Curse's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
5 56 damage
6 88 damage
7 130 damage
8 181 damage

The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After the Ant King Curse lands a Black Flash, it becomes easier to land another. His next attack (if on the same turn) will trigger a Black Flash on a Natural 15 or higher, known as the Black Flash DC. For every Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, then restarting at a DC of 15.

In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. The Ant King Curse will gain the following benefits for 9 minutes. The benefits will last from during the turn he landed the Black Flash until those number of minutes after it.

The Ant King Curse receives a +2 to all his ability scores, including their maximums. In addition, he will gain 4 of the following benefits of the DM’s choice. Each benefit can not be taken more than once unless stated otherwise:

  • The Ant King Curse rolls 1 extra damage dice for his Curse-Empowered Strikes.
  • The Ant King Curse's cursed energy armor gives 5 more temporary hit points per cursed energy spent.
  • The die tier of the Ant King Curse's Cursed Strikes will increase by 1.
  • The amount the Ant King Curse can spend on his Cursed Energy Enhancements will be increased by 1.
  • The Ant King Curse's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage. (Unless they're also in In the zone)
  • The Ant King Curse's cursed techniques will add 9 damage dice. (Ex: If he lands a black flash and his technique deals 4d6, with a proficiency bonus of +3 it would become 7d6.)
  • The Ant King Curse's leeway and skill with utilizing Binding Vows has increased, he will have greater leeway with using Binding Vows in his awakened state, making vows that he may normally not be able to.

If the Ant King Curse lands another Black Flash while In The Zone its possible he will not gain new benefits or additional benefits as well as the ones he previously gained, as determined by the DM.

Feats

Special Grade Curse.

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient x 2, Regeneration, Advanced Regeneration, Improved Body Functions.

Taijutsu Sorcery, Heavy Finisher, Afterimage Assault, Protector's Stance, Black Flash.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer.

Cursed Energy Manipulator, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output.

Epic Boons

Blinding Speed, Improved Cursed Energy Recovery, Superior Regeneration.

Improved Durability.

This creature uses the Improved Durability rule.

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