Cocoon Curse (Jujutsu Kaisen Supplement)

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Cocoon Curse[edit]

Large undead (cursed spirit), chaotic evil


Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 20 (+5) 7 (-2) 9 (-1) 9 (-1)

Saving Throws Con +7
Skills Athletics +5
Damage Vulnerabilities radiant
Damage Resistances poison
Condition Immunities prone
Senses passive Perception 11
Languages
Challenge 3 (700 XP)


Cursed Energy. The curse has 4 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

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

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 it.

Living Shield. The curse is able to store up to two Medium or smaller creatures inside of it by opening itself up and letting them inside it's hollow body (no action required). Creatures inside the curse are considered to have full cover against effects originated from outside the curse's body.

Trampling Charge. If the curse moves at least 10 feet straight towards a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

Battering Ram. When the curse hits a target with it's Ram attack, it deals an additional 1d6 damage for every 10 feet traveled up to a maximum of 20 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from the curse for every d6 of damage it took to a maximum of 20 feet.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

BONUS ACTIONS

Regeneration. The curse can spend up to 2 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Cover. When a creature within the curse's reach would take damage from any source, it may cover the creature with it's body, storing them inside, and become the new target of whatever effect provoked the reaction, preventing the covered creature to take damage.

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

Maldi-o-do-Casulo.png
The Cocoon Curse protecting a sorcerer inside of it

The Cocoon curse is a cursed spirit shaped in a ball form that moves by rolling around and is highly defensive.

Feats. The curse has the following feats:

Regeneration

Improved Durability. This creature uses the Improved Durability rule.

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