Earthquake Curse (Jujutsu Kaisen Supplement)
Earthquake Curse[edit]
Titanic undead (Cursed Spirit), chaotic evil Armor Class 30 (natural armor)
Saving Throws Str +19, Con +19, Cha +19 Cursed Energy. The curse has 172 cursed energy. All of its cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. The curse regains 5 cursed energy at the beginning of each of its turns. Famous Name. The Curse's notorious name invokes fear in the hearts of creatures. At the start of combat, the Curse can force all hostile creatures to make a Wisdom saving throw (DC 25). On a failure, the creature is frightened of the Curse. They can repeat the saving throw at the beginning of their turns to end the frightened condition. On a success, they become immune to this effect for 24 hours. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot 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 it. Hard to Kill(2/Long Rest). If the curse is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill him outright. It may recharge one use of this over the course of a short rest. Sadism. When the curse deals damage to a frightened creature, half of the damage dealt is converted into temporary hit points for the curse. Undead Nature. The curse has advantage on saving throws against disease and being poisoned. Cursed Attacks. The curse's attacks are magical. Endurance. Whenever the curse makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Fearsome Appearance. The curse gains advantage on all checks and saves to resist the frightened or charmed conditions. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation. It cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw. Superior Musculature. The curse has advantage on all Strength-based ability checks and saving throws, and its capacities are tripled. Additionally its jump distance is doubled, and it have advantage on Strength (Athletics) checks made to jump or climb. Improved Body Functions. All radiant damage that the curse receives is reduced by 33. Cursed Armor. Ganesha can spend up to 9 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Ganesha can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0 (No action required). Ganesha gains damage resistance to 4 damage types that aren't Necrotic or Radiant when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to itself using Cursed Armor. Cursed Strikes. Before making an unarmed strike, Trunk, Tusks, or Stomp attack, Ganesha may spend up to 8 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Ganesha hits a target or 1 minute passes. Ganesha’s cursed strikes also deal an additional 10 damage. This bonus can be doubled by spending 4 Cursed Energy. Curse-Empowered Strikes. Ganesha’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included). Cursed Energy Reinforcement.
Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Ganesha can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 1000-foot-diameter tunnel in its wake. Legendary Resistance (3/Day). If Ganesha fails a saving throw, it can choose to succeed instead. ACTIONSAction Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
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. |
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