Electric Catfish Curse (Jujutsu Kaisen Supplement)
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Electric Catfish Curse (wip)[edit]
Medium undead (cursed spirit), chaotic evil Armor Class 18 (natural armor)
Saving Throws Str +9, Cha +8 Cursed Energy. The curse has 45 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. Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns. Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can 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 you. Brawn. Whenever the curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success. 50 meters in 3 seconds!. The curse makes 2 reactions per round. Powerful Build. The creature counts as one size larger for the sake of grappling. Cursed Strikes. Whenever the curse makes an unarmed strike, it can spend up to 4 cursed energy to increase it's damage. On a hit, the curse deals 1d8 extra lightning damage per energy spent. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the curse hits a target or 1 minute passes. Electric Cursed Energy. On account of the curse being made up of electrical curse energy any attacks that deal lightning damage force the targeted creature to make a DC 17 Constitution saving throw or be stunned on failure on success the creature is unaffected. Cursed-Empowered Strikes. The Curse's unarmed strikes are considered magical and it adds 1d10 lightning damage to their unarmed strikes (already included). Conductor. On account of the curse being a lightning type spirit all lightning based attacks have no effect on them, additionally any lightning attacks that do hit the curse may be converted into cursed energy equivalent to the cursed energy spent. The Greatest Curse of All. The Electric Catfish Curse and the Maiko Plasma Curse have a special bond unseen in any other curses, they will do anything to keep each other safe and if one of them were to die, there's no telling what will happen. If the Maiko Plasma Curse falls below half of its maximum hitpoints then the Electric Catfish Curse makes a DC 12 Charisma saving throw, on success its body transforms and the curse ascends to another level and turns into Electric Catfish Curse Plate Tectonics Mode. On failure the curse doesn't ascend but may retry the save with advantage if the Maiko Plasma Curse is reduced to 1/4 of its hitpoint maximum. If the Maiko Plasma Curse has successfully ascended using this feature then the Electric Catfish Curse, not wanting to be left behind, may make the save immediately with advantage regardless of its partner's health. If the Maiko Plasma Curse is exorcised then the Electric Catfish Curse if not already will ascend, it will become bloodlusted and will gain access to the feature Maximum Quake. ACTIONSMultiattack. The curse makes three Unarmed strikes , they may change any 3 of these attacks into Burrowing Uppercut Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage + 5(1d10) lightning damage. Burrowing uppercut (3 cursed energy). The curse burrows underground and may move up to 50ft. underground, the curse may also choose to spend up to 4 turns underground, using a bonus action to activate the ability, or attack on the same turn for no action required choosing a target and forcing them to make a DC 17 Dexterity saving throw or take 19 (3d12) Bludgeoning damage and be knocked prone on failure, on success the creature takes half damage and isn't knocked prone. Lightning Lunge (7 cursed energy). The curse outputs a large amount of electrical cursed energy behind itself propelling the curse forward faster than otherwise possible. The curse moves up to 90ft. in a straight line, the first creature that comes into contact with the curse must make a DC 17 Dexterity saving throw or take 5 (1d10) bludgeoning damage + 3 (1d6) bludgeoning damage per 10ft. of movement left and becomes grappled on failure, on success the creature takes half damage and isn't grappled. BONUS ACTIONSRegeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent. Electrical Discharge (10 cursed energy). The curse may only use this feature while currently grappled with another creature. The curse releases a large amount of electrical cursed energy from its skin forcing the creature to make a DC 17 Constitution or take 44(8d10) lightning damage on failure, on success the creature takes half damage. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses it's Regeneration. Protective Stance. If the curse is within 15 ft. of the Maiko Plasma Curse and it is the target of an attacks then it will move towards the Maiko Plasma Curse and shield it from the attack taking any damage in its place. The curse has two additional reactions dedicated to this feature. |
Immense Cursed Energy, Overflowing Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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Electric Catfish Curse (Plate Tectonics Mode) (wip)[edit]
Large undead (cursed spirit), chaotic evil Armor Class 20 (natural armor)
Saving Throws Str +11, Con +11, Cha +11 Cursed Energy. The curse has 57 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. Cursed Energy Recovery. The curse regains 2 cursed energy at the beginning of each of it's turns. Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can 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 you. Brawn/Endurance. Whenever the curse makes a Constitution or Strength saving throw, it takes half as much damage on a failure and no damage on a success. 50 meters in 3 seconds!. The curse makes 2 reactions per round. Colossal Physique. The curse counts as two sizes larger for the sake of grappling. Cursed Strikes. Whenever the curse makes an unarmed strike, it can spend up to 5 cursed energy to increase it's damage. On a hit, the curse deals 1d8 extra lightning damage per energy spent. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the curse hits a target or 1 minute passes. Electric Cursed Energy. On account of the curse being made up of electrical curse energy any attacks that deal lightning damage force the targeted creature to make a DC 19 Constitution saving throw or be stunned on failure on success the creature is unaffected. Cursed-Empowered Strikes. The Curse's unarmed strikes are considered magical and it adds 1d12 lightning damage to their unarmed strikes (already included). Conductor. On account of the curse being a lightning type spirit all lightning based attacks have no effect on them, additionally any lightning attacks that do hit the curse may be converted into cursed energy equivalent to the cursed energy spent. Unstable. A creature with this status condition suffers from the following effects:
ACTIONSMultiattack. The curse makes three Unarmed strikes , they may change any 3 of these attacks into Burrowing Uppercut Tremor (3 cursed energy). The curse slams its fist into the ground causing a localised earthquake to materialise, the curse may choose to effect all hostile creatures in a 40 ft. cone or a 25 ft. radius. All creatures affected by this feature must make a DC 19 Constitution saving throw or be made unstable until the beginning of their next turn or until they take damage, on success the creature is unaffected. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 15 (2d8 + 6) bludgeoning damage + 6(1d12) lightning damage. Burrowing uppercut (3 cursed energy). The curse burrows underground and may move up to 50ft. underground, the curse may also choose to spend up to 4 turns underground, using a bonus action to activate the ability, or attack on the same turn for no action required choosing a target and forcing them to make a DC 19 Dexterity saving throw or take 26 (4d12) Bludgeoning damage and be knocked prone on failure, on success the creature takes half damage and isn't knocked prone. Lightning Lunge (7 cursed energy). The curse outputs a large amount of electrical cursed energy behind itself propelling the curse forward faster than otherwise possible. The curse moves up to 90ft. in a straight line, the first creature that comes into contact with the curse must make a DC 19 Dexterity saving throw or take 6 (1d12) bludgeoning damage + 4(1d8) bludgeoning damage per 10ft. of movement left and becomes grappled on failure, on success the creature takes half damage and isn't grappled. Maximum Quake (Bloodlusted) (20 cursed energy). In a fit of rage the Curse slams its fists into the ground repeatedly causing multiple earthquakes to occur in rapid succession. All creatures in a 150ft. radius must make a DC 19 Constitution saving throw or take 42 (12d6) bludgeoning damage and be stunned until the beginning of their next turn on failure, on success the creatures targeted are not stunned and take half damage. Additionally, for 5 rounds at the start of each round all creatures in a 150ft. radius must make a DC 19 Constitution saving throw or be made Unstable until the end of the round. BONUS ACTIONSRegeneration. The curse can spend up to 8 Cursed Energy, regaining hit points equal to 5 times the amount spent. Electrical Discharge (10 cursed energy). The curse may only use this feature while currently grappled with another creature. The curse releases a large amount of electrical cursed energy from its skin forcing the creature to make a DC 19 Constitution or take 55(10d10) lightning damage on failure, on success the creature takes half damage. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses it's Regeneration. Protective Stance. If the curse is within 15 ft. of the Maiko Plasma Curse and it is the target of an attacks then it will move towards the Maiko Plasma Curse and shield it from the attack taking any damage in its place. The curse has two additional reactions dedicated to this feature. |
Strong Body, Regeneration,50 meters in 3 seconds! . Immense Cursed Energy, Overflowing Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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