Forest Fire Curse (Jujutsu Kaisen Supplement)

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Forest Fire Curse[edit]

Huge undead (cursed spirit), chaotic neutral


Armor Class 21 (natural armor)
Hit Points 665 (38d10+456)
Speed 60 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 22 (+6) 10 (+0) 16 (+3) 20 (+5)

Saving Throws Str +13, Con +12, Cha +11
Skills Acrobatics +9, Athletics +13
Damage Vulnerabilities radiant
Damage Resistances poison, psychic
Damage Immunities fire
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 19
Languages
Challenge 19 (22,000 XP)


Cursed Energy. The Forest Fire Curse has 97 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 Forest Fire Curse gains 1 Cursed Energy at the beginning of each of its turns.

Cursed Attack. The Forest Fire Curse's attacks are considered magical.

Curse Resistance. The Forest Fire Curse has advantage on saving throws against cursed techniques and other cursed energy effects.

Human Wall. The Forest Fire Curse has advantage on all Constitution saving throws.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Forest Fire 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 the Forest Fire Curse.

Hard to Kill (1/long rest). If the Forest Fire 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.

Famous Name. Whenever The Forest Fire Curse rolls initiative, they may force every hostile creature that can see them to make a DC 20 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Sadism. Whenever the Forest Fire Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20.

Improved Body Functions. All radiant damage that the Forest Fire Curse receives is reduced by 15.

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

50 metres in 3 seconds!. The Forest Fire Curse has 2 reactions.

Impromptu Fuel. Whenever a feature states a creature is set alight the creature is subjected to a DC 20 Constitution saving throw at the beginning of their turn or take 22(4d10) fire damage on failure and on success they take half damage. This lasts until the creature puts the fire out this can be achieved by the creature making a DC 20 Dexterity saving throw removing the on fire status condition on success and not doing so on failure or another creature can make a DC 15 Dexterity saving throw for the same outcomes.

The Hot Wind Blowing. As more and more combustible material is ignited and burned plumes of smoke begin to form and sweep the battlefield. This feature is activated when 700 fire damage has been caused by the Forest Fire Curse, upon activating all creatures within a 200 ft. radius will begin to choke on smoke causing them to reduce their movement speed by 1/4, lose 1 reaction and all hostile creatures must roll a DC 10 Constitution saving throw or gain 1 level of exhaustion. This DC will increase by 1 every round after this feature activates.

The Fire Grows. For every creature that is on fire at the end of the round the curse gains 1 cursed energy and 20 hitpoints up to its maximum.

The Scars of the Forest. For every creature that has been afflicted with 1st degree burns the curse grows in strength gaining 2 hit die of hitpoints o its current and maximum total and 1 ac. If a creature has been afflicted with 2nd degree burns or 3rd degree burns then these count twice and thrice respectively for this feature. This feature lasts until long rest where upon long rest is reset.

I Truly Am A Curse. If the Forest Fire Curse falls to 225 hit points, at the start of it's turns it can make a DC 11 Charisma saving throw. On a success, it becomes a Special Grade Cursed Spirit. It gains 20 Cursed Energy (including to it's maximum) as well as the Innate Domain feat.

After becoming a Special Grade, at the beginning of each of it's turns, if the Forest Fire Curse is at 112 hit points or lower it may roll a DC 11 Charisma saving throw. On a success it gains the Domain Expansion feat and its Domain is automatically completed. Upon completing its Domain, the Forest Fire Curse gains 157 hit points, 25 Cursed Energy, and 200 Refinement points.

ACTIONS

Multiattack. The Forest Fire Curse makes 3 attacks, two with it's Bite and one with it's Claws. It may substitute two of its attacks with Dousing, Flame Breath or Flaming Winds.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing

Flame Breath (3 cursed energy). As an action the curse releases a large cloud of flames from its mouth causing all creatures with a 30 ft. cone to make a DC 20 Constitution saving throw or take 46 (6d12+7) fire damage and sets the creature on fire, on success the creature takes half damage and isn't set on fire.

Flaming Winds (7 cursed energy). As an action the curse manifests flaming winds from its body creating a 10 ft. wide and 70 ft. long line in which all creatures within this line must make a DC 20 Constitution saving throw or else take 111 (14d12+7) fire damage and sets the creature on fire, on success the creature takes half damage and isn't set on fire.

Total Combustion (1-25 cursed energy). As an action the curse concentrates all the flames on its body to its very limit and then releases them in a 10ft. radius in which all creatures must make a DC 20 Constitution saving throw dealing 39 (5d12+7) fire damage and sets the creature on fire, on success the creature takes half damage and isn't set on fire. The curse may spend at minimum 1 cursed energy up to a maximum of 20, for every curse energy spent the damage of this attack is increased by 1d12 up to a maximum of 202 (30d12 +7) fire damage, for every 1 cursed energy spent the radius of this attack increases by 10 ft. up to a maximum of 210ft and for every 5 cursed energy spent the DC of this attack is increased by 1. If the maximum is spent on this move then all creatures that fail the DC will receive at least 2nd degree burns regardless of how much of their maximum health they have lost.

BONUS ACTIONS

Dousing (3 cursed energy). As a bonus action the curse emits flammable tinder and oil across the battlefield in a 40ft. radius forcing every creature to make a DC20 Dexterity saving throw or be doused, on success the creature isn't doused. If a creature is doused then for the next minute or until hit by a fire damage attack all fire attacks made against them will force them to make the saving throw with disadvantage and they ignore their endurance feature if they have it.

Advanced Regeneration. The Forest Fire Curse can spend up to 8 Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Human Wall (6/long rest). Upon hitting 0 hit points, the Forest Fire Curse can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

Regeneration. When taking damage, the Forest Fire Curse uses it's Advanced Regeneration

Fiery Aura (3 Cursed Energy). As a reaction to being targeted by a melee attack the curse emits a strong coat of fire around itself acting as a form of protection. When activated it reduces all damage by 10 until the beginning of its turn. When a creature makes a melee attack on the curse they must make a DC 20 Constitution saving throw or take 36 (8d8) fire damage and be set on fire on failure, on success they take half damage and are not set on fire.

LEGENDARY ACTIONS

The Forest Fire Curse 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 Forest Fire Curse regains spent legendary actions at the start of its turn.

Flaming Winds. The Forest Fire Curse makes a Flaming Winds attack against a creature within reach.

Regeneration. The Forest Fire Curse uses its Advanced Regeneration

Dousing (Costs 2 Actions). The Forest Fire Curse uses Dousing on a creature within range.

image-2024-11-08-233456567.png
The Forest Fire Curse burning down a village under the command of a curse spirit manipulator.

A curse formed from the fear and suffering caused by forest fires around the world.

Innate Domain: Sundowner

The Forest Fire Curse's domain is a large forest of giant Sequoias trees, these trees are on fire and the ground is black and charred. Dim lights of fire can be seen at the edges of the innate domain and flammable oil oozes from the trees, as time goes on these lights grow brighter as flames grow bigger and draw close to the centre. Every turn flammable oil is secreted and shot from the trees across the domain forcing all creatures within the domain to make a DC 20 Dexterity saving throw or be doused. Additionally after 5 turns the fires at the edges of the domain have grown large enough now that at the start of every turn as well as all creatures being subjected to dousing they are also the target of the flaming winds attack.

Domain Expansion: Sundowner

The Forest Fire's Domain expansion is very similar to its innate domain except now the fire has grown much larger to the point that only a 60ft radius around the curse is the only area not engulfed by flames. If a creature attempts to enter these flames they will take 78 (12d12) fire damage. At the start of the turn all creatures in the domain are subjected to a DC 20 Dexterity saving throw or be doused on success they aren't doused. Furthermore, all creatures must make a DC 20 Constitution save of take 20d12 fire damage on failure or take half damage on success. Lastly the domain is filled with a heavy smog from all the nearby trees burning down subjecting all creatures to a DC 20 Constitution save else gain 1 level of exhaustion on failure and gain no exhaustion on success, additionally due to the smog all creatures have their movement speed reduced by 1/4 and they lose 1 reaction.

Domain Properties

The Forest Fire Curse's domain has the following properties.

Refinement Points. The Forest Fire Curse's domain has 200 refinement points.

Domain Durability. The Forest Fire Curse's domain has 700 hit points and has an ac of 19.

Technique Efficiency. While inside its domain, The Forest Fire curse may use Flame Breath and Flaming Winds for 0 Cursed Energy.

Feats

50 Meters In 3 Seconds!, Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology

Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy.

Improved Durability. This creature uses the Improved Durability rule.


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