Blindness Curse (Jujutsu Kaisen Supplement)

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Blindness Curse[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 18
Hit Points 496 (36d10+298)
Speed 35 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 22 (+6)

Saving Throws Str +10, Con +10
Skills Athletics +10, Insight +12, Intimidation +12, Investigation +11, Perception +12
Damage Vulnerabilities radiant
Damage Resistances poison, bludgeoning, piercing and slashing from non-magical attacks
Condition Immunities poisoned
Senses passive Perception 12
Languages
Challenge 18 (20,000 XP)


Cursed Energy. The curse has 67 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished after a long rest.

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

Invisible Force. The 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 curse.

Blindspot. Every subsequent round after the curse has entered initiative it will begin to convert the ground around it into a black marsh like substance with eyes. This radius of this area will grow in size by 10ft. per round, the curse may choose to spend up to 5 cursed energy to increase the radius growth in the current round by 3ft. per cursed energy spent. The maximum radius of this feature is 350ft. Creatures within this area are subject to the following features:

  • Eyespy. Any creature that starts their round within the curse's Blindspot can't make surprise attacks against the curse nor can take the hide action.
  • Proof read. Every 2 turns a creature spends in the curse's blindspot the level of effect from the feature increase for it. If a creature were to leave the blindspot for 1 minute the feature is reset to 0.
  • Read like an open book. Every 2 turns a creature spends in the curse's blindspot the level of effect from the feature increases for it. If a creature were to leave the blindspot for 1 minute the feature is reset to 0.

Proof Read.

level Benefit
1 The creature's attack rolls against the curse is made with disadvantage.
2 The Curse has advantage against the creature's saving throws.
3 The Curse has advantage on attack rolls against the creature.
4 The curse knows all the actions of the creature's next turn at the start of their turn(the GM tells the curse what the creature will do in that turn).
5 The curse knows all the actions of the creature's next turn at the end of its turn(the GM tells the curse what the creature will do in that turn before they do it).
6 The curse knows all the actions of the creature's next turn at the beginning of its turn(The GM tells the curse what the creature will do in that turn before they do it).

Read Like an Open Book.

level Benefit
1 The curse knows if the creature has more or less than half its maximum cursed energy
2 The Curse knows what binding vows and cursed technique the creature has
3 The Curse knows how much health the creature has
4 The curse knows the exact amount of cursed energy the creature has.
5 The curse knows what feats a creature has as well as its Jujutsu Level.
6 The curse knows everything about the creature (The GM shows the curse the creature's character sheet/statblock)


Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns.

Double Reaction. The curse can make two reactions per round instead of one.

Hard to Kill (1/long rest). If the Curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright.

ACTIONS

Multiattack. The curse makes three attacks: 3 with its tentacles it may replace any number of these attacks with cursed energy rays.

Tentacle Slash. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18(4d6+4) slashing damage.

Cursed Energy Ray (1-6 cursed energy). The Blindness curse launches a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a DC 20 Dexterity saving throw. On a failure, they take 6 (1d12) + 6 (1d12) per cursed energy spent in necrotic damage, and half as much on a success.

BONUS ACTIONS

Advanced Regeneration. The curse can spend up to 10 Cursed Energy, regaining hit points equal to 15 times the amount spent.

I See Through You (5 cursed energy). The curse focuses its eyes on a single target exuding a frightening aura. The targetted creature must make a DC 20 Dexterity saving throw or be petrified until the beginning of its next turn.

REACTIONS

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

image.png
Geto summoning the blindness curse against Inumaki and Panda


Feats

Strong Body, Regeneration, Advanced Regeneration.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Ray.

Improved Durability. This creature uses the Improved Durability rule.

5.00
(one vote)

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