Hook Worm Curse (Jujutsu Kaisen Supplement)

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Hook Worm Curse[edit]

Gargantuan undead (Cursed Spirit), chaotic evil


Armor Class 19 (Natural Armor)
Hit Points 430 (26d20+170)
Speed 30 ft, 100 ft burrow, 60 ft. fly (hover)


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 22 (+6) 6 (-2) 6 (-2) 18 (+4)

Saving Throws Str +11, Con +10
Skills Athletics +11, Stealth +9
Proficiency Bonus +4
Damage Vulnerabilities radiant
Damage Resistances psychic, acid; bludgeoning, piercing, and slashing from nonmagical attacks.
Senses passive Perception 20
Languages
Challenge 12 (8,400 XP)


Cursed Energy. The Worm Curse has 30 Cursed Energy to spend on its features.

Cursed Energy Recovery. The Worm Curse gains 1 Cursed Energy at the beginning of each of its turns.

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

Cursed Attack. The curse's attacks are considered magical.

Endurance. Whenever the Hook Worm curse is forced to make a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Advanced regeneration Hook worm Curse can spend up to 4 Cursed Energy, regaining hit points equal to 10 times the amount spent.

Tremor Detection. Due to the hook worms lack of eyesight it locates its prey using sound. At the end of the round the creature who has moves the most the previous round within a 200ft radius of the worm will be the primary target of the worm's attack, creatures of large size and greater will have their movement multiplied by 2 per size above medium for the sake of the worms detection. If no creature has moved in the round the worm will attack a creature at random with disadvantage.

Burrowing. The Hook worm curse doesn't generate opportunity attacks when burrowing by a creature.

Reactive. The hook worm curse may make 4 reactions per round

Swallow The Hook worm curse can ingest up to 8 creatures where medium=1 large=2 huge=8.

ACTIONS

Multiattack. The worm makes 3 attacks with it's Tail, or makes a singular burrow bite attack.

Burrow Bite. Melee Weapon Attack, The worm bursts out of the ground and attempts to bite a hostile creature. The targeted creature must make a dc 17 Dexterity saving throw or take 59(8d12 +7) piercing and be grappled on failure, on success the creature isn't grappled and takes half damage.

Tail. Melee Weapon Attack, +11 to hit, reach 10 ft. Hit 20 (2d12+7) bludgeoning damage.

BONUS ACTIONS

Regeneration. The Worm Curse can spend up to 4 Cursed Energy, regaining hit points equal to 10 times the amount spent.

Burrow If the worm isn't currently grappled or restrained it may decide to burrow underground in order to ready another burrow bite attack. However this may not be used on the same turn the curse has used its ‘Burrow bite’ feature.

REACTIONS

Regeneration. As a Reaction to taking damage, The Worm Curse uses it's Regeneration.

Human Wall (4/Long Rest). Upon hitting 0 hit points the curse may spend a hit dice to fall to the amount rolled in hit points instead.

Retraining jaws. As a reaction to grappling a creature through it's burrow bite attack the worm can decide to partially eat the creature in order to restrained it. At the start of the hostile creature's turn it may decide to do an Athletics check against the contested Athletics check of the worm to break free, having disadvantage if their size is smaller than the worm's and rolling 3 dice and choosing the lowest results if 2 or more sizes smaller. On a success, they break free, and on failure, take 34 (4d12+8) piercing damage at the worm's discretion.

Engulfment. As a reaction to grappling a creature through it's burrow bite feature the worm can decide to fully engulf a creature a begin to digest it. At the beginning of the curse's turn all creatures currently engulfed must make a DC 17 Constitution saving throw or take 35 (10d6) acid damage and gain 1 level of exhaustion on failure or take half damage and gain no exhaustion on success. Creatures currently inside the curse can perform melee attacks against the torso of the curse, the ac of the inside of the curse is 15. If the torso of the worm reaches half health all creatures currently inside can escape on their turn so long as the health of the torso remains below half. If the health of the torso goes below 1/4 of it's maximum hp it must make DC 15 Constitution saving throw or vomit up any engulfed creatures.

tenor.gif
A Cursed Spirit Manipulation user using the Hook Worm curse

Improved Durability. This creature uses the Improved Durability rule.

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