Dragon Curse (Jujutsu Kaisen Supplement)
Dragon Curse[edit]
Gargantuan undead (Cursed Spirit), unaligned Armor Class 30 (natural armor)
Saving Throws Str +18, Dex +8, Con +18, Cha +18 Cursed Energy. The Red Dragon has 242 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. The Red Dragon regains 5 cursed energy at the beginning of each of its turns. Invisible Force. The Red Dragon is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Red Dragon. 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 Red Dragon. Magical Weapons. The Red Dragon's attacks are considered magical. Siege Monster. The Red Dragon deals double damage to objects and structures. Cursed Hellfire. Whenever the Red Dragon deals fire damage, it ignores resistance and treats immunity as resistance. Endurance Whenever the Red Dragon makes a Constitution saving throw, they take half as much damage on a failure and no damage on a success. Unique Cursed Energy. The Red Dragon possesses a burning variant of Cursed Energy. The damage type is fire, but contact with the Red Dragon's Cursed Energy will accumulate Third Degree Burns, and it cannot be resisted except by creatures that are immune or resistant to fire. Third Degree Burns can be gained this way by being hit with fire damage from the Red Dragon. 50 Meters In 3 Seconds! The Red Dragon has two reactions per round. Strong Body. The Red Dragon reduces all non-magic damage it takes but psychic by 10. This also affects magical damage if he is using cursed armor. Colossal Physique/Titanic Strength.
Legendary Resistance (3/Day). If the Red Dragon fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws. It may replace any of these attacks with a Fire Spit attack. Bite. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 32 (4d10+10) piercing damage + 33 (8d6+5) fire damage. Claws. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 24 (4d6+10) piercing damage + 33 (8d6+5) fire damage. Tail. Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 28 (4d8+10) bludgeoning damage + 33 (8d6+5) fire damage. Fire Spit. Ranged Cursed Energy Attack: +23 to hit, ranged 600 ft., one target. Hit: 52 (8d12) fire damage. Frightful Presence. Each creature of the Red Dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Red Dragon’s Frightful Presence for the next 24 hours. Fire Breath (13+ cursed energy). The Red Dragon exhales fire in a 180-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 117 (26d8) fire damage on a failed save, or half as much damage on a successful one. For every curse energy spent the damage of this attack is increased by 2d8 fire damage, for every 1 cursed energy spent the cone of this attack increases by 10 ft. REACTIONSCursed Enhanced Body. Whenever the Red Dragon makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 10 cursed energy modifier to add the number of energy spent as a bonus to the saving throw. Human Wall (10/long rest). Upon hitting 0 hit points, the Red Dragon can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. LEGENDARY ACTIONSThe Red Dragon 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 Red Dragon regains spent legendary actions at the start of its turn. Detect. The Red Dragon makes a Wisdom (Perception) check. Tail Attack. The Red Dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Red Dragon beats its wings. Each creature within 45 feet of the Red Dragon must succeed on a DC 26 Dexterity saving throw or take 36 (4d12 + 10) bludgeoning damage and be knocked prone. The Red Dragon can then fly up to half its flying speed. |
Natural Sorcerer, Unique Cursed Energy. Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Human Wall. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy. Red Dragon's Boons. Improved Durability. This creature uses the Improved Durability rule. Not Cannon. The Red Dragon Shikigami is not an official shikigami 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. |
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