Foot Curse (Jujutsu Kaisen Supplement)

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Foot Curse[edit]

medium undead (Cursed Spirit), chaotic evil


Armor Class 15 (natural armor)
Hit Points 63 (6d8+36)
Speed fly 60 ft. (hover)


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 16 (+3)

Saving Throws Str +5
Skills Acrobatics +3, Athletics +5
Damage Vulnerabilities radiant
Damage Resistances Nonmagical slashing, piercing, and bludgeoning, Psychic
Damage Immunities poison
Condition Immunities Poisoned
Senses Darkvision 80 ft., passive Perception 10
Languages
Challenge 3 (700 XP)


Cursed Energy. The curse has 12 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.

Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there.

Hard to Kill (1/long rest). If the curse 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 Smell. When a creature starts its turn within 10 feet of the curse, they must make a DC 13 Constitution saving throw or become poisoned until the end of their next turn. The creature must make the saving throw again at the end of their turn to end the effect.

Strangely Alluring. When a creature that can see the curse starts their turn within 30 feet of it, the curse can force them to make a DC 17 Wisdom saving throw. A creature that fails the saving throw is charmed. The charmed creature must repeat the saving throw at the end of their next turn, continuing the charmed on a failure or ending the effect on a success. The charmed lasts until the creature succeeds or it is cancelled through means like the Inverted Spear of Heaven or an anti-magic field.

Unless surprised, a creature can avert their eyes to avoid the saving throw at the start of their turn. If the creature does so, they can’t see the curse until the start of their next turn, when they can avert their eyes again. If the creature looks at it in the meantime, they must immediately make the save.

ACTIONS

Smash. The curse falls down with great speed towards the ground. Every creature within 10 ft. of the curse when it falls must make a DC 14 Dexterity saving throw, suffering 3 (1d6) bludgeoning damage per 10 ft. traveled by the curse (maximum 20d6) on a failure or half as much on a success.

BONUS ACTIONS

Regeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

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


Feats

Strong Body, Regeneration.

Improved Durability. This creature uses the Improved Durability rule

Not Canon. The Foot 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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