Devouring Curse (Jujutsu Kaisen Supplement)
Wendigo[edit]
medium undead (Curse spirit), chaotic evil Armor Class 17 (natural armor)
Skills Deception +11, Insight +8, Intimidation +11, Investigation +15, Nature +15, Perception +14, Survival +8 Cursed Energy. The Wendigo has 45 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 Wendigo regains 1 cursed energy at the beginning of each of its turns. Cursed Attack. The Wendigo's attacks are considered magical. The Hunt Never Ends The Curse gains 10 tempary hitpoints, (These stack with a maximum of 80) at the start of its turn, unless it takes Radiant or Fire damage. If reduced to 0 HP, it enters a hibernation state for 1 hour. After this, it revives with half HP unless its body is burned or purified with holy energy. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Wendigo. 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 Wendigo. Famous Name. Whenever the Wendigo rolls initiative, they may force every hostile creature that can see them to make a DC 19 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can re roll 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 Wendigo 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 17. Nocturnal Nature. When Wendigo is in Dim Light or Darkness it counts as invisible and has advantage on Dexterity (Stealth) checks. Sneak Attack. Once per turn when the Wendigo has advantage on an attack roll, the attack deals two additional damage dice. Hard to Kill (1/long rest). If the Wendigo 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. Cursed Strikes. When making an Bite, Slash or Grim Ripper, the Wendigo may spend up to 6 Cursed Energy, adding 5 (1d8) Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until a creature hits a target or 1 minute has passed. Devour Strength When the Wendigo bites a target, it absorbs a portion of their Strength, Dexterity, or Wisdom for 1 minute. Blood Curse Any enemy bitten, (Takes damage from either, Bite, Slash or Grim Ripper) by the Wendigo must make a DC 19 Constitution save not to gain the condition berserk for 1 minute. Human Wall. The Wendigo has advantage on all Constitution saving throws. Evasion. Whenever the Wendigo makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success. Assimilation: If the Wendigo kills a creature, it absorbs their knowledge, potentially learning one of their attacks or abilities. The Wendigo makes a DC 15 Wisdom if it succeeds then it gains either one of the creatures skills or one attack. (Within reason, so not like flying attacks or Cleave. But like Slams or Slashes). ACTIONSMulti Attack' The curse makes two attacks, one Slash and one Bite. It may switch either of them for a Terror Grip. Slash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (4d6 + 5) Slashing damage. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) Piercing damage. Grim Ripper (3 Cursed Energy) The Wendigo lashes out on a target up to 25ft away. The target makes a DC 19 Strength save. If they fail then they are pinned down and is counted as grapped and they take 45 (10d8) Slashing damage on the start of their turns. As long as Grim Ripper is in effect the Wendigo faills all Dexterity saves and cant take any action, bonus actions or reactions. The target may make the save on the start on each of their turns before the damage, if they succeed then they push off the Wendigo and the Grim Ripper effect ends. Terror Grip (5 Cursed Energy) The Wendigo reaches out to attack a creature within 10ft, the targét makes a DC 19 Dexterity save on a fail they take 23 (4d12) Piercing damage and makes a DC 19 Strength not to be grapped. While grapped, the target takes 14 (3d6) Necrotic Damage per turn as the Wendigo drains their life force. Rend the Flesh (3 Cursed Energy) The Wendigo makes a melee weapon attack towards a creature within 15ft range, on a hit it deals 28 (5d10) Slashing Damage + 14 (3d8) Necrotic Damage. If the target is bleeding, the Wendigo heals half the damage dealt. BONUS ACTIONSGnashing Maw (7 Cursed Energy).' The Curse enters a frenzied state, attacking all creatures within 10 feet. Every creature inside the range makes a Dexterity save if not, then the Wendigo makes a melee weapon attack. If they fail they take 23 (5d8) Piercing damage 11 (3d6) Necrotic Damage. Creatures hit must succeed on a DC 19 Constitution Save or gain the condition bleeding for 1 minute. Advanced Regeneration. The Wendigo can spend up any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.
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