Furry Lumpy Curse (Jujutsu Kaisen Supplement)
Furry Lumpy Curse[edit]
Gargantuan undead (cursed spirit), chaotic evil Armor Class 18
Saving Throws Str +12, Dex +8, Con +10 Cursed Energy. The curse has 87 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished after a long rest. Cursed Attack. The curse's attacks are considered magical. Invisible Force. The curse is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. 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 curse. Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns. Cursed Strikes. Before making a Fist attack, the curse may spend up to 5 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with a Fist attack or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per energy spent. It can also use this in response to rolling a natural 20 on an attack roll with a Fist attack, instead of beforehand. It can only use this enhancement again after it has ended. Double Reaction. The curse can make two reactions per round instead of one. ACTIONSMultiattack. The curse makes three attacks: two with its fists and one with its grab, it may swap its grab for a fist attack if it is currently holding a creature. Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26(3d12+7) bludgeoning damage. Grab. As an action the curse can attempt to grab 1 medium size creature up to a range of 20ft . The targeted creature must make a DC 17 Dexterity saving throw or be grabbed on failure, on success they avoid the grab entirely. At the end of the curse's turn any creature grabbed will make a DC 17 Strength saving throw else take 34 (5d10 + 7) bludgeoning damage and gain +1 exhaustion (up to a maximum of 3) on failure and take half damage and no exhaustion on success. At the beginning of their turns creatures currently grabbed can either make a Strength check against the curse escaping on success (the curse's hand counts as large for the sake of Strength competitions). The other option is to use only melee attacks against the hand of the curse, the curse's hand has 125 health and an armour class of 17. When the curse's hand is reduced by 1/4 of it's maximum health they will drop any creatures in their hand. As an action the curse may choose to use Heavy slam on a creature that it is currently grabbing. Brute Slam. Once per turn as part of an unarmed strike, the curse may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of itself, such as the ground or a wall, dealing another roll of the curse's unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever the curse takes the Attack action against a creature it is currently grappling with, the curse may forgo an attack to violently slam the creature into the ground. The curse makes a contested Athletics check against the creature who contests via a Athletics or Acrobatics check (Their choice). On a successful check, the curse's opponent is driven into the earth beneath itself ending its grapple early, taking bludgeoning damage equal to two rolls of the curse's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from the curse's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from you as part of their successful check. If the curse scores a 20 on the Athletics check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of the curse's unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of the curse's next turn. BONUS ACTIONSAdvanced Regeneration. The curse can spend up to 11 Cursed Energy, regaining hit points equal to 15 times the amount spent. Explosive Blow (8 Cursed Energy). As a bonus action, the curse can concentrate on channelling a very condensed portion of its cursed energy into its limbs . For 1 minute after you perform this bonus action, the next melee attack the curse lands adds half of its attacks’ damage dice (rounded down) as extra damage onto the damage roll for its attack. If the curse receives damage from any source, the curse must make a Constitution saving throw against a DC of 10 or half the damage taken whichever is higher to keep concentrated.
REACTIONSRegeneration. As a reaction to suffering damage, the curse uses it's Regeneration. |
Regeneration, Advanced Regeneration, Strong Body Improved Durability. This creature uses the Improved Durability rule. |
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