Fright Over Death: Pond Curse Form (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Fright Over Death[edit]

Huge swarm of tiny undead (cursed spirit), chaotic evil


Armor Class 18 (natural armor)
Hit Points (the number of Pond Curses in the swarm x 10)
Speed 120 ft swimming


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 22 (+6) 8 (-1) 14 (+2) 22 (+6)

Saving Throws Dex +9, Con +11, Cha +11
Skills Acrobatics +9, Intimidation +11, Perception +7, Survival +7
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities frightened
Senses passive Perception 17
Languages
Challenge 16 (15,000 XP)


Cursed Energy. The swarm has an amount of cursed energy equal to the amount of Pond Curses in the swarm, which it can use to fuel itss abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The swarm regains 1 cursed energy at the beginning of each of its turns.

Cursed Attack. The swarms attacks are considered magical.

Invisible Force. The swarm 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 swarm. 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 swarm.

Solidified Swarm. Despite being a swarm, Fright Over Death seems almost like a physical being because of the Pond Curses covering and closing the gaps with cursed energy. A creature cannot enter and move through the space Fright Over Death resides in, unless the swarm uses its Swarm Separation feature.

Aquatic Nature. The swarm has advantage on Dexterity saving throws while fully submerged in water.

Swim Through Earth. The swarm can swim through earth and stone as if it was water. While doing so, the swarm doesn't disturb the material it moves through. If the swarm escapes melee range by diving into the water, it provokes opportunity attacks as normal, but if it's already submerged it doesn't provoke opportunity attacks.

50 Meters In 3 Seconds! The swarm has 2 reactions per round.

Strong Body. The swarm will reduce all damage it takes but psychic or thunder by 6. Attacks using Cursed Energy or magic can bypass this.

Human Wall. The swarm has advantage on Constitution saving throws.

ACTIONS

Multiattack. The swarm makes three attacks, two with it's bite and one with it's tail.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage and target must make a DC17 Strength saving throw or be knocked prone.

Boiling Water Beam (5 Cursed Energy). Ranged Cursed Energy Attack: +11 to hit, range 30 ft., one target. Hit: 18 (4d8) piecing and 18 (4d8) fire damage, and taget must make a DC 19 Constitution saving throw or receive 1st Degree Burns.

Wave Creation (4 Cursed Energy). The swarm creates a 30ft wide, 30 ft tall, 10 ft long wave anywhere within 5 ft of it and launches it forward. The wave will keep moving until it hits a wall or travels 120ft, traveling 20 ft per round on initiative 20. Creatures within 15 ft of the wave must make a Strength saving throw, taking 10d8 bludgeoning damage and being caught by the wave on a failure and taking half damage and not being caught on a success. Creatures that fail may repeat the save at the beginning of their turns, taking the damage again and continuing to get carried on a failure, taking no damage and escaping on a success. A creature that hits a wall with the wave will take 1d10 bludgeoning damage per 10ft travelled. Creatures with swimming speed make this save with advantage.

Water Blast (10 Cursed Energy, Recharge 6). The swarm gathers a large amount of water, blasting it in a 10-foot-wide, 60-foot-long line. Every creature caught in the line must make a DC 19 Strength saving throw or take 32 (5d12) bludgeoning and 32 (5d12) cold damage and be pushed to the end of the line. If the creature collides with an object or another creature, they both take 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the object or creature. On a success the creature takes half as much damage and is not pushed.

BONUS ACTIONS

Advanced Regeneration. The swarm can spend up to 11 Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Swarm Separation (3 Cursed Energy) When being targeted by an attack roll, the Pond Curses compromising the swarm can stop reinforcing the gaps with cursed energy, granting the attack roll disadvantage and reducing its damage by 15. In exchange, creatures can move through Fright Over Death as is normal for a swarm until the swarms next turn, where they're pushed out of the swarm as it turns "solid" again.

Human Wall (6/long rest). Upon hitting 0 hit points, the swarm can spend a hit die (1d12) to fall to the amount rolled in hit points. All uses are restored on a long rest.

Advanced Regeneration. As a reaction to suffering damage, the swarm uses its Advanced Regeneration.

900-Big-fish.jpg
[[1]]

The result of a group of Pond Curses witnessing the death of another of their kin, this school that has taken an almost physical form is nothing to be trifled with.

Design Note: The recommended amount of Pond Curses in this swarm is about 50.

Cursed Technique

When a feature refers to Fright Over Death's cursed technique, it refers to Boiling Water Beam, Wave Creation and Water Blast.

Feats. The swarm has the following Cursed Feats:

50 Meters In 3 Seconds!, Strong Body, Human Wall, Regeneration, Advanced Regeneration.

Improved Durability.

This creature uses the Improved Durability rule.

Not Canon. The Fright Over Death is not an official curse 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

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Game Freak and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Game Freak and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png