Crocodile Curse (Jujutsu Kaisen Supplement)
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Crocodile Curse[edit]
Gargantuan undead (cursed spirit), chaotic evil Armor Class 24 (natural armor)
Saving Throws Str +14, Con +13, Wis +8, Cha +10 Cursed Energy. The Crocodile curse has 80 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. Improved Cursed Energy Recovery. The Crocodile curse regains 2 cursed energy at the beginning of it's turns. Cursed Weapons. The Crocodile Curse's attacks are considered magical. Curse Resistance. The Crocodile Curse has advantage on saving throws against cursed techniques and other cursed energy effects. Human Wall. The Crocodile Curse has advantage on all Constitution saving throws. Improved Body Functions. The Crocodile Curse has advantage on all Strength checks and saving throws. Colossal Physique. The Crocodile Curse can add it's proficiency bonus to all Strength checks even if it was already adding it before. Brawn/Endurance. Whenever the Crocodile Curse makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Strikes. Before making a Bite or Tail attack, the Crocodile Curse may spend up to 6 Cursed Energy, adding 1d12 Necrotic damage to it's damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Crocodile Curse hits a target or 1 minute passes. Cursed Armor. The Crocodile Curse can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). The Crocodile Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. I Truly Am A Curse. If the Crocodile Curse falls to 418 hit points, at the start of it's turns it can make a DC 11 Charisma saving throw. On a success, it becomes a Special Graded Cursed Spirit. It gains 20 Cursed Energy (including to it's maximum) as well as the Innate Domain feat. After becoming a Special Grade, at the beginning of each of it's turns, if the Crocodile Curse is at 209 hit points or lower it may roll a DC 11 Charisma saving throw. On a success it gains the Domain Expansion. feat and its Domain is automatically completed. Upon completing its Domain, the Crocodile Curse gains 209 hit points, 20 Cursed Energy, and 200 Refinement points. ACTIONSMultiattack. The Crocodile Curse makes 3 attacks, two with it's Bite and one with it's Tail. It may substitute one of it's Bite attacks with a Death Roll on a creature it has grappled with it's Bite. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing and 6 (1d10) necrotic damage. On a hit the Crocodile Curse may also choose the have the target be grappled. Death Roll. The Crocodile Curse makes a contested Athletics check against the contested Athletics or Acrobatics (target's choice) check of a creature it has grappled with it's Bite. On a success, the Crocodile Curse deals 50 (12d6 + 8) slashing and 50 (12d6 + 8) piercing damage to the target, and if the Bite attack that initially started the grapple was aimed at a limb, that limb is immediatly reduced to 0 hit points. This feature can also benefit from the Crocodile Curse's Cursed Strikes, applying on a success of the check, and persisting on a failure. Tail. +14 to hit, reach 20 ft., one target. Hit: 34 (4d12 + 8) bludgeoning and 6 (1d10) necrotic damage. The target must make a DC 22 Strength saving throw or be knocked prone. BONUS ACTIONSCursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the Crocodile Curse can perform two Bite or Tail attacks as a bonus action. Bite attacks made this way can not be replace with a Death Roll. Cursed Patient Defense (3 Cursed Energy). The Crocodile Curse can take the Dodge action on it's turn. Cursed Wind Step (3 Cursed Energy). The Crocodile Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. Advanced Regeneration. The Crocodile Curse can spend up to 10 Cursed Energy, regaining hit points equal to 15 times the amount spent. REACTIONSHuman Wall (7/long rest). Upon hitting 0 hit points, the Crocodile Curse can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. Regeneration. When taking damage, the Crocodile Curse uses it's Advanced Regeneration LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Tail. The Crocodile Curse makes an attack with it's Tail against a creature within reach. Regeneration. The Crocodile Curse uses it's Advanced Regeneration Death Roll (Costs 2 Actions). The Crocodile Curse uses Death Roll on a creature it has grappled with it's Bite. |
The Crocodile Curse was created by the collective negative emotions derived from one of the oldest species in the planet, it has the potential to ascend to a new level and become truly unstoppable. Innate Domain: Ever Growing SwampThe Crocodile Curse's innate domain is a swamp that appears out of nowhere within the area it was casted, with deep lakes, mud and tall trees with vines appearing everywhere, changing the scenery fully. The entire domain looks completely alike and grows infinitely when creatures move away too far, making so that any checks made by a creature to locate themselves have disadvantage. Every ground surface in the domain that isn't a lake is covered in mud, making it difficult terrain. The waters of the lakes are rotten and more dense than normal, making it also difficult terrain for those that try to swim. At 20 initiative, strong vines from the trees try to restrain any creatures the Crocodile Curse chooses within the domain. Targets must make a DC 18 Strength saving throw, being restrained on a failure. At the same time, a dense fog briefly covers the entire domain, disorienting creatures's sense of direction. Each creature chosen by the Crocodile Curse must make a DC 22 Survival check or be considered Lost. A creature Lost this way moves in a random direction every time it tries to move, and is no longer considered Lost after moving 100 ft. The Crocodile Curse is not affected by any of these effects, can take the Hide action as a Free action while within the domain and can change the scenery at will during it's turns, creating lakes or taking down trees. Domain Expansion: Ever Growing SwampThe Crocodile Curse's domain exapansion acts exactly like it's innate domain, inheriting all of it's features with a few additions. Whenever the creatures fail the Strength saving throw and are restrained by the vines, the vines deal 20d10 force damage to them as multiple of them pull the creature in different directions. Half of this damage can be directed to a limb of the Crocodile Curse's choice and it can also choose for the vines to pull the creature to an unnocupied space within 100 ft. from where they currently are. Additionally, creatures that fail the Survival check are also blinded by the fog.
The Crocodile Curse's domain has the following properties. Refiniment Points. The Crocodile Curse's domain has 200 refinement points. Domain Durability. The Crocodile Curse's domain has 600 hit points.
Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Crocodile 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 the Yeti Curse. Hard to Kill (2/long rest). If the Crocodile 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. Famous Name. Whenever the Crocodile Curse rolls initiative, they may force every hostile creature that can see them to make a DC 18 Wisdom saving throw. On a failure, they are frightened of it 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. Sadism. Whenever the Crocodile Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 19. Improved Body Functions. All radiant damage that the Crocodile Curse receives is reduced by 15. Perfect Ambusher. While hidden from a creature, the Crocodile Curse has no penalties to aiming at their Legs and Arms. Unkillable. The Crocodile curse has 6 additional reactions exclusively for the use of it's Human Wall reaction. Tail Sweep. Whenever the Crocodile Curse makes a Tail attack, it can spend 2 cursed energy to make so that the attack targets every creature within reach. Impenetrable Scales. With no action required may spend 8 cursed energy to make itself resistant to bludgeoning, piercing and slashing damage until the beginning of it's next turn.
When a feature refers to the Crocodile Curse's cursed technique, it refers to Death Roll
Athlete History, Colossal Physique (Knockback feature works with the Tail attack), Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology Heavy Finisher (Works with the Tail attack) Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer Improved Durability. This creature uses the Improved Durability rule. Not Canon. The Crocodile 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. |