Cursed Illusions User (Jujutsu Kaisen Supplement)
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Cursed Illusioner[edit]
Medium humanoid (Human), chaotic evil Armor Class 13 (natural armor)
Saving Throws Dex +4, Cha +3 Cursed Energy. Cursed Illusioner has 5 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest. Cursed Armor (1 Cursed Energy). on Cursed Illusioner's or another creature's turn, Cursed illusioner can give himself 5 Temporary Hit Points for 1 minute. He can only benefit from this feature again after 1 minute or after having his temporary hit points reduced to 0. ACTIONSUnarmed Strike. Melee weapon attack +2 to hit, reach 5ft., one target. Hit 4 (1d4+2) bludgeoning damage Cursed Illusions (4 Cursed Energy). Cursed Illusioner can curse a creature. He must select 1 target within 60 feet of himself. The creature must make a Charisma (DC 11) saving throw. On a failure, the next person they see has a distorted face. Seeing this distortion forces the creature to make an Intelligence (DC 11) saving throw. They become confused until the end of their next turn. On a success, they are not affected. After failing a creature may repeat the saves at the end of their turns if they have 1 level of jujutsu sorcerer or after 1 minute if they do not have any levels, to end the curse. If they pass the first roll, they do not become cursed. BONUS ACTIONSMartial Arts. When Cursed Illusioner uses the Attack action with an unarmed strike on her turn, he can make one unarmed strike or a melee weapon attack as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action on his turn, Cursed Illusioner can perform 2 unarmed strikes as a bonus action Cursed Patient Defense (3 Cursed Energy). Cursed Illusioner can take the Dodge action as a bonus action on his turn. Cursed Wind Step (3 Cursed Energy). Cursed Illusioner can take the Disengage or Dash action as a bonus action on his turn, and her jump distance is doubled until the end of her turn
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This creature uses the Improved Durability rule. |
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