Brazen Bull Curse (Jujutsu Kaisen Supplement)

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Brazen Bull Curse[edit]

large undead (Curse Spirit), chaotic eveil


Armor Class 22 (natural armor, Bronze Armor)
Hit Points 543 (32d12+335)
Speed 45ft


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Str +11, Con +10
Skills Athletics +11, History +5, Intimidation +9, Religion +5
Damage Vulnerabilities Cold, Radiant
Damage Resistances Fire, Bludgeoning, Damge from Nonmagical Slashing and Piercing
Condition Immunities burned,
Senses passive Perception 11
Languages
Challenge 16 (15,000 XP)


Cursed Energy. The curse has 53 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

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

Strong Body. The Braze Bull Curse will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the curse. 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.

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

Brawn. Whenever the Brazen Bull Curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success.

Colossal Physique.

  • The Braze Bull Curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the Braze Bull Curse makes which uses Strength deals twice as much damage to objects and structures.
  • The Braze Bull Curse has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Braze Bull Curse can force the creature hit to make a DC 20 Strength saving throw. On a failure, they are knocked back 60ft feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 4 (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 its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Braze Bull Curse makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 5 times, regaining all uses after taking a long rest.

Bronze Armor Aslong as the curse isn't frozen it gains + 3 AC, (this is already applied) When it takes damage by a attack that does cold damage i needs to make a DC 18 Constitution save not to gain the comdition frozen until the end of its next turn.

Frenzy When the curse is below half maximum hit point (271), it then halfs all nonmagical bludgeoning, slashing and piercing damage done to it.

Overheated' when the curse builds up 10 charges it may as a no-action required use every one of them to enter over heated state for 1 minute, while in the overheated state it gains + 18 (5d6) Fire damage on each of its attacks. And it gains +45ft movement speed. But loses the Berserk condition for the time it is overheated.

Filled With Anger The curse will at the start of each of its turn gain the condition Berserk if it doesn't already have the condition. While the curse is Berserk and a creature is within 10ft radius of the curse, it gains the following benefits.

  • Gains advantage on melee attacks
  • When the curse fails a Intelligence, Wisdom or Charisma save it will make a Bash attack at a creature within 5ft if there isn't then it will build up Charge.
  • It will always counts as having builded up 2 Charge's.
  • It takes half Psychic damage.
  • It can't be blinded or deafened.
  • Once per turn it can force a creature to fail or succeed a Strength save.

Human Wall the curse has advantage on Constitution saving throws.

Horned When a the curse uses Head Strike it may add 19 (3d12+5) Piercing damage if it pays 3 Cursed Energy before making the attack roll.

ACTIONS

Multi Attack The curse does 3 Head Strikes, it may switch one of them for a Bash.

Head Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) Bludgeoing damage.

Steam Outlet (4 Cursed Energy). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) Fire damage. + 7 (1d12) Necrotic damage.

Heatwave Slam (8 Cursed Energy) the curse slams its head into the ground and makes a 35ft cone infront of it erupt in flames. Everything inside the cone needs to make a DC 20 Dexterity save not to take 40 (6d10 + 7) Fire damage. After a successful hit, the target must succeed on a DC 18 Constitution saving throw or be First Degree Burned, and causing its movement to be halved for the next 1 minute and having the condition for 3 turns.

Blaze (5 Cursed Energy) The curse erupts in flames and for the next 1 minute, any creature that enter a 5ft radius of the curse takes a 22 (4d10) Fire damage. If they where inside it when it was cast they need to make a DC 18 Constitution save to take the damage.

Inferno (5 Cursed Energy) The curse creates a fire ball that lands on it, shooting the fire out in a 30ft radius. Every creature inside the range makes a DC 18 Constitution save, if failed then they become First Degree Burned for 1 minute. they take 11 (3d69 Fire damage.

Bash The Brazen Bull Curse dashes up to 10ft towards a target. The target makes a DC 20 Dexterity saving throw, if they fail then the target will take 22 (4d10) Bludgeoning damage. When the curse uses Bash, it may use any number of charges to deal an extra 6 (1d10) Bludgeoning damage and 5 (1d8) Fire damage on the attack for every charge used.

Hardining Shell (10 Cursed Energy) The curse hardens the outer part of their body gaining them +4 AC for 3 turns. the curse can't use this feature until the 3 turns are up.

BONUS ACTIONS

Charge (1-4 Cursed Energy). The Brazen Bull Curse boils its blood to steam and compresses it down to charges. It gains 1 charge per one Cursed energy spent. And it can have a miximum of 10 charges stored, if it tries to store more it will make steam leak out to make room. For every 1 charge is stored it gains +5ft movement speed and +1d4 fires damage on Head Strike, Bash or Steam Outlet.

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

Seeing Red (5 Cursed Energy) The curse chooses a target within 20ft of range. It then rushes toward the target, forcing them to make a DC 20 Dexterity if they fail they then takes 39 (6d12) Piercing damage + 8 (3d4) Fire damage.

Lock On When a creature does damage to the Braze Bull Curse it may choose to ignore all other creatures and only see the creature that damage it as a creature

REACTIONS

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

Human Wall. (5/long rest). As a reaction upon hitting 0 hit points, the Brazen Bull Curse can spend a hit die to fall to the amount rolled in hit points.

The Brazen Bull is a fearsome cursed entity forged from fire, metal, and rage. It's often summoned or born from the anguish of extreme torture or punishment. Its body is covered in molten armor, and it exudes an aura of intense heat. It is capable of causing devastation with its strength, flame-based attacks, and sheer brutalit


Feats. The curse has the following feats:

Regeneration, Advanced Regeneration, Resilient,

Athlete History, Colossal Physique,

Strong Body, Human Wall


Not Canon. The Blazen Bull Curse is not an official cursed spirit demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

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