Ice Curse Updated (Jujutsu Kaisen Supplement)

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Ice Curse[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 18 (natural armor)
Hit Points 308 (24d12+152)
Speed 55 ft


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 10 (+0) 15 (+2) 18 (+4)

Saving Throws Str +9, Dex +6, Con +8
Skills Athletics +9
Damage Vulnerabilities Radiant
Damage Resistances non-magical bludgeoning, piercing and slashing, fire
Damage Immunities cold, poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Common
Challenge 12 (8,400 XP)


Cursed Energy. The curse has 59 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Sadism. When the Ice Curse deals damage to a frightened creature, half of the damage dealt is converted into temporary hit points for it, the maximum amount of temporary hit points it can gain from this feature is 12.

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

A Part Of Nature. Whenever the Ice Curse is grappling a creature, it can choose to deal 4 cold damage to them at the start of his turn. Additionally, if a creature is grappling it, it takes the same damage he'd deal to them at the start of their turns.

Advanced Elongated Limbs. The Ice Curse has advantage on checks to grapple and can grapple creatures up to 10 feet away from it and it can use items, open doors, and pick up or set down objects up to 10 feet away without leaving its current position.

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

Cursed Empowered Strikes. The Ice Curse may add an extra 5(1d10) necrotic damage to his unarmed strikes as well as any melee weapon he may be using.

Endurance. Whenever the Ice Curse is forced to make a Constitution saving throw, on a failure he will only take half as much damage while on a success he will take half as much.

Cursed Armor (1-4 Cursed Energy). The Ice Curse can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Ice Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.(No action required)

Hard to Kill(2/Long Rest). If the Ice Curse is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill it outright unless said damage was radiant.

Invisible Force. You are entirely made out of cursed energy, meaning you cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see you. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see you.

Improved Body Functions. The Ice Curse reduces all radiant damage it receives by 10.

Cursed Strikes. Before making a stab attack, the Ice Curse may spend up to 4 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with the attack, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per energy spent. The Ice Curse can also use this in response to rolling a natural 20 on an attack roll with a stab attack. It can only use this enhancement again after it has ended.

Unique Cursed Energy. The Ice Curse's energy possesses a unique trait(cold). When activating Cursed Armor, whenever the Ice Curse is hit by a melee attack while under the effects of Cursed Armor, it deals 12 cold damage to the attacking creature. When it deals damage with Cursed Strike, its damage type can be changed to cold or remain the same.

  • Dynamic Striker. Whenever the Ice Curse scores a critical hit with an attack roll that uses a feature affected by its Cursed Energy Trait or a creature rolls 1 on the d20 against a feature affected by your Cursed Energy Trait, the creature is afflicted with the chilled condition that lasts for 1 minute. They can end the chosen condition early by succeeding on a DC 17 Constitution saving throw at the beginning of their turn.

Colossal Physique.

  • The Ice Curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the Ice Curse makes which uses Strength deals twice as much damage to objects and structures.
  • The Ice Curse has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Rhinoceros Beetle Curse can force the creature hit to make a DC 17 Strength saving throw. On a failure, they are knocked back 50 feet 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 receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Ice Curse makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 5 times, regaining all uses after taking a long rest.

ACTIONS

Multiattack. The Ice Curse makes three stab attacks.

Stab. Melee Weapon Attack: +10 to hit. reach 15 ft, one target. Hit: 14 (2d8+5) piercing damage plus 14 (4d6) cold damage plus 5 (1d10) necrotic damage. And the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the Ice Curse can have 4 creatures restrained maximum.

Wall of Ice (5 Cursed Energy). The curse magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 52 (15d6) cold damage on a failed save, or half as much damage on a successful one. If they fail the save by 5 or more they are considered partially frozen for the next minute(DM decides what limb is frozen). And can end the effect on themselves by succeeding a DC 17 Strength saving throw at the start of their turns. However if they fail by 10 or more they are considered fully frozen and must succeed on a DC 17 Strength saving throw to end the effect on themselves. The wall last for 1 minute or until the curse is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire, acid, and immunity to necrotic, cold, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. If they fail by 5 or more they are considered chilled for the next minute and can end the condition by succeeding on a DC 17 Constitution saving throw at the start of their turns. The frigid air dissipates when the rest of wall vanishes.

Icicle Barrage(1-4 Cursed Energy). The Ice curse can shoot out its icicles in a 30 foot radius from itself. All creatures within the radius must roll a DC 17 Dexterity saving throw, on failure they take 35(10d6) piercing damage and additionally they take 17 (5d6) cold damage for every cursed energy spent or half as much on a success. Additionally if they fail the saving throw by 5 or more they are considered chilled for the next minute. At the start of their turns the creature can make a DC 17 Strength saving throw to yank out the icicle ending the effect on themselves. Also if any creatures were grappled by the Ice Curse they are sent 50 feet in any direction if the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down).

BONUS ACTIONS

Regeneration. The curse can spend up to 8 Cursed Energy, regaining hit points equal to 5 times the amount spent.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, the Ice Curse can perform two Stab attacks.

Cursed Patient Defense (3 Cursed Energy). The Ice Curse can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Ice Curse can take the Disengage or Dash action, and his jump distance is doubled until the end of his turn.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses its Regeneration.

Wall of Ice (5 Cursed Energy). The curse uses Wall of Ice as a reaction to a melee or ranged attack.

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Jujutsu Sorcerer

The Ice Curse has 12 levels in the Jujutsu Sorcerer class.

Feats

Unique Cursed Energy

Regeneration, Strong Body, Improved Body Functions, Athlete History, Colossal Physique

Immense Cursed Energy, Overflowing Cursed Energy

Improved Durability. This creature uses the Improved Durability rule.

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