Maiko Plasma Curse (Jujutsu Kaisen Supplement)
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Maiko Plasma Curse (wip)[edit]
Medium undead (cursed spirit), chaotic evil Armor Class 14 (natural armor)
Proficiency Bonus +4 Cursed Energy. The curse has 48 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 Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns. 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. Evasion. Whenever the curse makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success. Conductor. On account of the curse being a lightning type spirit all lightning based attacks have no effect on them, additionally any lightning attacks that do hit the curse may be converted into cursed energy equivalent to the cursed energy spent or may be transferred to a friend or foe. ACTIONSMultiattack. The curse makes two shocking percussion attacks and may exchange any two of these attacks with unarmed strikes. Shocking Percussion (3 cursed energy). The curse hits one of its six drums with its drumsticks causing a bolt of lightning to fire out. The curse may choose a target within a 50 ft. radius to be struck causing them to make a DC 17 Constitution saving throw or take 6d6 lightning damage and be stunned until the beginning of their next turn, on success they take half the damage and are not stunned. Electrifying Encore (3 cursed energy). The curse enters concentration and begins to play its drums with great ferocity causing an electric aura to build around them, the curse then transfers this energy to an ally that can use lightning based attacks amplifying them and their abilities. Any creature affected by this has all their lighting type damage increased by two damage dice tiers, all moves used by this creature have their cursed energy cost reduced by 2 and finally the affected creature has their speed increased by 20 ft. and they gain advantage on Strength, Dexterity and Constitution checks and saving throws. If the curse takes damage they must make a DC 12 + half the damage taken Constitution saving throw or their concentration is ended. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage BONUS ACTIONSRegeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses it's Regeneration. Redirected Current. The curse redirects a lightning attack back at a hostile enemy. |
Immense Cursed Energy, Overflowing Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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Maiko Plasma Curse (High Voltage Mode) (wip)[edit]
Medium undead (cursed spirit), chaotic evil Armor Class 14 (natural armor)
Proficiency Bonus +5 Cursed Energy. The curse has 58 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 Energy Recovery. The curse regains 2 cursed energy at the beginning of each of it's turns. 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. Evasion. Whenever the curse makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success. 50 meters in 3 seconds!. The curse makes 2 reactions per round. Conductor. On account of the curse being a lightning type spirit all lightning based attacks have no effect on them, additionally any lightning attacks that do hit the curse may be converted into cursed energy equivalent to the cursed energy spent or may be transferred to a friend or foe. ACTIONSMultiattack. The curse makes three shocking percussion attacks, they may change any 3 of these attacks into unarmed strikes. Shocking Percussion (3 cursed energy). The curse hits one of its six drums with its drumsticks causing a bolt of lightning to fire out. The curse may choose a target within a 50 ft. radius to be struck causing them to make a DC 19 Constitution saving throw or take 6d6 lightning damage and be stunned until the beginning of their next turn, on success they take half the damage and are not stunned. Electrifying Encore (3 cursed energy). The curse enters concentration and begins to play its drums with great ferocity causing an electric aura to build around them, the curse then transfers this energy to an ally that can use lightning based attacks amplifying them and their abilities. Any creature affected by this has all their lighting type damage increased by two damage dice tiers, all moves used by this creature have their cursed energy cost reduced by 2 and finally the affected creature has their speed increased by 20 ft. and they gain advantage on Strength, Dexterity and Constitution checks and saving throws. If the curse takes damage they must make a DC 12 + half the damage taken Constitution saving throw or their concentration is ended. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d12 + 3) piercing damage BONUS ACTIONSRegeneration. The curse can spend up to 8 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses it's Regeneration. Redirected Current. The curse redirects a lightning attack back at a hostile enemy. |
Strong Body, Regeneration,50 meters in 3 seconds! . Immense Cursed Energy, Overflowing Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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