Elephant Curse (Jujutsu Kaisen Supplement)

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Elephant Curse[edit]

Gargantuan undead (cursed spirit), chaotic evil


Armor Class 23 (natural armor)
Hit Points 611 (26d20+338)
Speed 70 ft.


STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 20 (+5) 3 (-4) 14 (+2) 18 (+4)

Saving Throws Str +12, Con +10
Skills Athletics +17, Perception +7
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances psychic; bludgeoning, piercing and slashing damage from non-magical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages
Challenge 13 (10,000 XP)


Immense Size. The curse's space occupies a 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller creature. This also applies to Gargantuan or larger creatures smaller than 30 feet by 30 feet.

Cursed Energy. The curse has 65 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 curse regains 1 cursed energy at the beginning of each of its turns.

Cursed Attack. The curse's attacks are considered magical.

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.

Hard to Kill (1/long rest). If the curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced the curse to 0 hit points was radiant damage. The curse regains the spent use on a long rest.

Eyes Of The Supernatural. The curse can see normally through darkness caused by supernatural and non-supernatural effects.

Superior Musculature. The curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally the curse's jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb.

Brawn. Whenever the curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success.

Colossal Physique.

  • The curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the curse makes which uses Strength deals twice as much damage to objects and structures.
  • The curse has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the curse can force the creature hit to make a DC 20 Strength saving throw. On a failure, they are knocked back 70 feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the curse makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 7 times, regaining all uses after taking a long rest.

Strong Body. The curse will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this.

Trampling Charge. If the curse moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the curse can make one Stomp attack against it as a bonus action.

Immense Weight. The curse can move through the space of a creature or object of Huge size or smaller, and it does not treat such creatures as difficult terrain. If it moves through a creature's space, the creature must make a DC 19 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

When the curse falls to the ground, if it falls on any creatures they must succeed on a DC 19 Strength saving throw, taking 1d8 bludgeoning damage for every 10 feet the curse fell, maximum 135 (30d8), and be knocked prone on a failure or half as much on a success.

ACTIONS

Multiattack. The curse makes three attacks: one with its Gore and two with its Stomp.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 33 (4d12 + 7) piercing damage.

Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 40 (6d10 + 7) bludgeoning damage.

Pressurized Water Cannon (1-16 Cursed Energy). As an action when the curse is next to a source of water, it spend up to 16 cursed energy to use its trunk to absorb a gallons of water for each cursed energy spent and fires it out as a pressurized blast. It forces all creatures in a 5 foot wide, 200 foot long line make a DC 19 Dexterity saving throw. On a failure, they take a 1d12 piercing damage for every gallon of water absorbed. On a success, they take half as much damage.

BONUS ACTIONS

Regeneration. The curse can spend up to 9 Cursed Energy, regaining hit points equal to 5 times the amount spent.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the curse can perform two Gore or Stomp attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). The curse can take the Dodge action on it's turn.

Cursed Wind Step (3 Cursed Energy). The curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses its Regeneration.

Human Wall (5/long rest). As a reaction upon hitting 0 hit points, the curse rolls a 23 (1d20 + 13). It regains the amount rolled in hit points.

Water Absorption (1-16 Cursed Energy). As a reaction to being targeted by a water-based effect, the curse may spend up to 16 cursed energy to use its trunk to absorb the water. For every cursed energy spent, it decreases the damage dice by one and the area by 10 feet. If cursed energy was spend on the effect, it counts as one less for every cursed energy the curse spends. If the effect has its damage die amount, area, or cursed energy reduced to 0, the effect is completely nullified.

The curse may then use Pressurized Water Cannon as apart of the same reaction as if it had spent the same amount it did on this ability.

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Feats

Athletic History, Colossal Physique,Strong Body, Human Wall, Regeneration.

Immense Cursed Energy, Overflowing Cursed Energy.

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Elephant Curse is not an official cursed spirit 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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