Cod-Piece Curse(Jujutsu Kaisen Supplement)
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Cod-Piece Curse[edit]
Large undead (cursed spirit), chaotic evil Armor Class 14 (natural armor)
Proficiency Bonus +2 Cursed Energy. The curse has 10 cursed energy that 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 each of it's turns. Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can 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 you. ACTIONSMultiattack. The curse makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (1d10 + 5) piercing damage Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 14 (2d8 + 5) slashing damage Brute Slam. Once per turn as part of an unarmed strike, the curse may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of itself, such as the ground or a wall, dealing another roll of the curse's unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever the curse takes the Attack action against a creature it is currently grappling with, the curse may forgo an attack to violently slam the creature into the ground. The curse makes a contested Athletics check against the creature who contests via a Athletics or Acrobatics check (Their choice). On a successful check, the curse's opponent is driven into the earth beneath itself ending its grapple early, taking bludgeoning damage equal to two rolls of the curse's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from the curse's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from you as part of their successful check. If the curse scores a 20 on the Athletics check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of the curse's unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of the curse's next turn. BONUS ACTIONSRegeneration. The curse can spend up to 3 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses it's Regeneration. |
Improved Durability. This creature uses the Improved Durability rule. |
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