Living Armor Curse (Jujutsu Kaisen Supplement)

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The Living Armor Curse[edit]

Medium undead (cursed spirit), chaotic evil


Armor Class 18 (natural armor + shield)
Hit Points 135 (10d10 + 80)
Speed 45 ft. fly 45 ft.(hover)


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 9 (-1) 12 (+1) 16 (+3)

Proficiency Bonus +3
Damage Vulnerabilities radiant
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 11
Languages
Challenge 5 (1,800 XP)


Cursed Energy. The curse has 10 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

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

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

Invisible Force. The curse 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 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 you.

Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there.

Structureless Form. Since there is no body in the Living Armor it can separate its armor pieces, each of which can act on their own accord. These armor pieces each have 20 hit points and an AC of 13.

False Appearance. The curse looks indistinguishably like a normal suit of armor as long as it stays still, and it is visible to non-sorcerers when in this state.

ACTIONS

Multiattack. The curse makes three attacks: either with its Cursed Longsword or unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (1d10 + 5) bludgeoning damage

Grade 4 Cursed Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 17 (1d8+5) slashing damage, (1d8+3) necrotic damage

Entrapment. When the Living Armor Curse has a creature grappled, it can split and reform around the creature, encasing them entirely. While in this state, the curse can, as a free action, plunge spikes into the entrapped creature, dealing 2d8 piercing damage.

Additionally, the Living Armor Curse can compel the grappled creature to take specific actions the action cost being whatever the curse is compelling them to do. Whenever this occurs, the creature must make a DC 14 Strength check. On a failure, they are forced to perform the action dictated by the curse (excluding actions involving cursed energy). On a success, they resist the curse's control.

At the start of each of their turns, the entrapped creature can attempt a DC 14 Strength check to break free. If successful, the Living Armor Curse reforms within 15 feet of the creature. If the entrapped creature wishes to take any actions of their own while restrained, the Living Armor curse can force them to make a DC 14 Strength check. (The curse cannot typically prevent the use of the creature’s own cursed energy.) While a creature is entrapped, any damage dealt to the Living Armor Curse from external sources is split between the curse and the entrapped creature. The creature takes only half of the damage, while the curse takes the full amount. Additionally, the entrapped creature’s AC is replaced by the Living Armor Curse’s AC unless the creature’s AC is higher.

BONUS ACTIONS

Regeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent.

Cursed Weapon Enhancement. As a bonus action, the curse can spend up to 3 cursed energy to add to a melee weapon it is wielding for 1 minute. Whenever you hit a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. It may only use this again after 1 minute has passed.

REACTIONS

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

Combust. As a reaction to being attacked, the Living Armor Curse can spend 2 cursed energy to combust and split, gaining +2 AC against that attack and reforming within 15 feet. Upon reforming its AC returns to normal. It's weapons also follow and reform with it.

Protect As a reaction to another creature being attacked the armor, if it's within movement speed distance of said creature it can entrap said creature if the creature being attacked is willing.

Living Armor 29.png


Image of the Living Armor from *Delicious in Dungeon* (Dungeon Meshi), © Studio Trigger/Ryoko Kui. Used for illustrative purposes only.


Feats

Regeneration

Strong Body

Resilient

Improved Durability. This creature uses the Improved Durability rule.


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