Gashadokuro Curse (Jujutsu Kaisen Supplement)
Gashadokuro Curse[edit]
Gargantuan undead (Cursed spirit), chaotic evil Armor Class 22 (unarmored defense)
Skills Athletics +19, Intimidation +11, Perception +8 Cursed Weapons. The Gashadokuro Curse's attacks are considered magical. Devilish Form. The Gashadokuro Curse gains advantage on all checks and saves to resist the charmed condition. The Gashadokuro Curse cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, the Gashadokuro Curse can end a condition caused by failing either a Wisdom or Charisma saving throw. Superior Musculature. The Gashadokuro Curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally the Gashadokuro Curse's jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb. Advanced Elongated Limbs. The Gashadokuro Curse has advantage on checks to grapple and can grapple creatures up to 10 feet away from it, and can use items, open doors, and pick up or set down objects up to 10 feet away without leaving its current position. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Gashadokuro 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 Gashadokuro Curse. Hard to Kill (2/long rest). If the Gashadokuro Curse were reduced to 0 hit points, it can choose to drop to 1 hit point instead and are considered stable. Cursed Energy. The Gashadokuro Curse has 95 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 Armor. The Gashadokuro Curse can spend up to 5 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Gashadokuro Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Cursed Strike. When the Gashadokuro Curse makes an unarmed strike, it may spend up to 6 cursed energy, dealing an additional 1d8 necrotic damage per point spent. This may also be used when the Gashadokuro Curse hits a Nat 20. Curse-Empowered Strikes. The Gashadokuro Curse's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included). Brawn/Endurance. Whenever the Gashadokuro Curse makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Energy Recovery. The Gashadokuro Curse regains 1 cursed energy at the beginning of it's turns. Peak of Might. Whenever the Gashadokuro Curse hits a critical with a melee weapon attack that uses Strength it may shove or grapple the creature. Colossal Physique.
Strong Body. The Gashadokuro Curse reduces all non-magic damage it takes but psychic by 6. Improved Body Functions. The Gashadokuro Curse reduces all radiant damage it receives by 16. Brute Slam. Once per turn as part of an unarmed strike, the Gashadokuro 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 hiself, such as the ground or a wall, dealing another roll of its 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 Gashadokuro Curse takes the Attack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. The Gashadokuro Curse makes a contested Athletics check against the creature who contests via Athletics or Acrobatics check (Their choice). On a successful check, its opponent is driven into the earth beneath it ending the grapple early, taking bludgeoning damage equal to two rolls of the Gashadokuro Curse's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from its iron grasp, causing the Gashadokuro Curse's grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If the Gashadokuro 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 its 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 Gashadokuro Curse's next turn. Heavy Finisher. Once per round as part of hitting a melee attack, the Gashadokuro Curse can spend up to 7 cursed energy to make its target make a DC21 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back 7 + the amount of cursed energy spent times 20 and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. The Gashadokuro Curse can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, the Gashadokuro Curse can spend up to 7 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained in the ground. On a success, they take half as much damage and their speed is halved until the beginning of the Gashadokuro Curse's next turn. If they fail by 5 or more, they are also Confused until the beginning of the Gashadokuro Curse's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. ACTIONSMultiattack. The Gashadokuro Curse can make four Unarmed Strikes. Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) bludgeoning and 6 (1d12) necrotic damage. Cursed Nature. The Gashadokuro Curse may devour a corpse within its reach to regain cursed energy up to its maximum equal to the corpse’s Jujutsu Sorcerer level (minimum 1) unless that creature was a Heavenly Restriction. Skull Absorption (3 Cursed Energy). The Gashadokuro Curse can absorb the skull of a dead creature, regaining 10 hit points for every 1/4 of the skulls maximum hit points it has left. The amount of hit points the Gashadokuro Curse regains is increased to 20 hit points for every 1/4 of the skulls maximum hit points it has left if the skull belonged to a humanoid. Bone Wall (5 Cursed Energy). The Gashadokuro Curse can make a 20-foot-wide, 5-foot-thick and 20-foot-tall wall of bones that has 220 hit points and 19 AC on a surface it can see within 60 feet. If the wall would be erected in a creatures space, the creature is pushed into an unoccupied space within 5 ft. Raise Skeletons (1-6 Cursed Energy). The Gashadokuro Curse picks up to 6 intact humanoid skeletons within 30 feet of it, spending 1 cursed energy per skeleton, turning them all into Minor Skeleton Curses. BONUS ACTIONSMartial Arts. Whenever the Gashadokuro Curse makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, the Gashadokuro Curse can make two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). The Gashadokuro Curse can take the dodge action as a bonus action on its turn. Cursed Wind Step (3 Cursed Energy). The Gashadokuro Curse can take the dash or disengage action as a bonus action on its turn. Explosive Blow (8, 10 or 14 Cursed Energy). The Gashadokuro Curse concentrates on channeling a very condensed portion of its cursed energy into either its limbs or a weapon for 8 cursed energy. For 1 minute after it performs this bonus action, the next melee attack it lands adds half of its attacks’ damage dice (rounded down) as extra damage onto the damage roll for its attack. If the Gashadokuro Curse receives damage from any source, it must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Gashadokuro Curse lands a melee attack, it may expend 10 cursed energy to add half of its damage dice (rounded down) to the damage roll of its attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that the Gashadokuro Curse uses with this feature will instead add its attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Gashadokuro Curse's attacks' ability modifier or Charisma modifier times 10 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 receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Gashadokuro Curse's attack’s damage roll instead. Advanced Regeneration. The Gashadokuro Curse can spend up to 11 Cursed Energy, regaining hit points equal to 15 times the amount spent. REACTIONSBone Block (3 Cursed Energy). When taking damage, the Gashadokuro Curse can create bones to block it, granting it 20 damage reduction for the current turn. Human Wall (6/long rest). Upon hitting 0 hit points, the Gashadokuro 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 Gashadokuro Curse uses it's Advanced Regeneration LEGENDARY ACTIONSThe Gashadokuro 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 Gashadokuro Curse regains spent legendary actions at the start of its turn. Attack. The Gashadokuro Curse moves up to half its movement and can make an Unarmed Strike. Advanced Regeneration. The Gashadokuro Curse uses its Advanced Regeneration. Cursed Technique (2 Actions). The Gashadokuro Curse may use one of its Cursed Techniques. |
The Gashadokuro is a spirit that takes the form of a giant skeleton made of the skulls of people who died in the battlefield or of starvation/famine (while the corpse becomes a gashadokuro, the spirit becomes a separate yōkai, known as hidarugami). Cursed Technique. When a feature refers to the Gashadakuro Curse's cursed technique, it refers to Skull Absorption, Bone Wall, Raise Skeletons and Bone Block. Gashadakuro Curse's Feats: Athlete History, Colossal Physique, Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions. |