Maiko Plasma Curse (Jujutsu Kaisen Supplement)
Maiko Plasma Curse[edit]
Medium undead (cursed spirit), chaotic evil Armor Class 17 (natural armor)
Saving Throws Dex +8, Cha +9 Cursed Energy. The curse has 43 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. 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. 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. Electric Cursed Energy. On account of the curse being made up of electrical curse energy any attacks that deal lightning damage force the targeted creature to make a DC 17 Constitution saving throw or be stunned on failure on success the creature is unaffected. Cursed-Empowered Strikes. The Curse's unarmed strikes are considered magical and it adds 1d12 lightning damage to their unarmed strikes (already included). 50 meters in 3 seconds!. The curse makes 2 reactions per round. The Greatest Curse of All. The Electric Catfish Curse and the Maiko Plasma Curse have a special bond unseen in any other curses, they will do anything to keep each other safe and if one of them were to die, there's no telling what will happen. If the Electric Catfish Curse falls below half of its maximum hitpoints then the Maiko Plasma Curse makes a DC 12 Charisma saving throw, on success its body transforms and the curse ascends to another level and turns into Maiko Plasma Curse High Voltage Mode. On failure the curse doesn't ascend but may retry the save with advantage if the Electric Catfish Curse is reduced to 1/4 of its hitpoint maximum. If the Electric Catfish Curse has successfully ascended using this feature then the Maiko Plasma Curse, not wanting to be left behind, may make the save immediately with advantage regardless of its partner's health. If the Electric Catfish Curse is exorcised then the Maiko Plasma Curse if not already will ascend, it will become bloodlusted and will gain access to the feature Final Crescendo. 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 28 (8d6) 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: 8 (1d8 + 4) Bludgeoning damage + 6 (1d12) lightning 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)[edit]
Medium undead (cursed spirit), lawful evil Armor Class 19 (natural armor)
Saving Throws Dex +11, Cha +12 Cursed Energy. The curse has 59 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. Electric Cursed Energy. On account of the curse being made up of electrical curse energy any attacks that deal lightning damage force the targeted creature to make a DC 19 Constitution saving throw or be stunned on failure on success the creature is unaffected. Cursed-Empowered Strikes. The Curse's unarmed strikes are considered magical and it adds 1d12 lightning damage to their unarmed strikes (already included). 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 (35) 10d6 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 three damage dice tiers, all moves used by this creature have their cursed energy cost reduced by 4 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: 12 (1d12 + 6) Bludgeoning damage + 6 (1d12) Lightning damage. Cymbal Crash. The curse takes one of its 6 drums and throws it within a 40ft. radius of itself creating a 10ft. explosion of energy, all targets hit by this must make a DC 19 Dexterity saving throw or take 55(10d10) lightning damage and be knocked prone, on success the target takes half damage and isn't knocked prone. The curse regenerates one drum every 24 hours; for every two drums the curse is missing due to this feature it loses 1 shocking percussion attack, when the curse has 0 drums then it loses access to its shocking percussion attack. Final Crescendo (5 cursed energy) (bloodlusted). Once the curse has expended all of its drums it gains access to this attack. The curse without its partner has lost all will to live and with that any self-preservation. As a full turn rooting action the curse begins to channel beams of electric cursed energy out of its mouth, eyes and hands creating a 120ft by 5ft. beam, all creatures in this area must make a DC 20 Dexterity saving throw or take 72 (16d8) lightning damage on failure, on success they take half damage. Once the curse has used this attack it is forced to use it until it runs out of cursed energy or is exorcised. Once the curse runs out of cursed energy it will be exorcised. If the curse is exorcised before it expends all of its cursed energy its appearance will start to crack as its health decreases until it shatters and explodes on 0 hitpoints. The resulting explosion will deal Xd12 damage and have a radius of 10X ft. where X is the remaining cursed energy of the curse, all creatures in the radius of the explosion must make a DC 20 Constitution saving throw, on success they take half damage. BONUS ACTIONSAdvanced Regeneration. The curse can spend up to 8 Cursed Energy, regaining hit points equal to 15 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. Snare Drum Reflection (8 cursed energy). The curse materialises an electric snare drum as a reaction to an attack nullifying the damage up to 100. If the attack was a melee attack then the attacking creature must make a DC 19 Constitution saving throw or be stunned until the beginning of their next turn. Destroy Everything. When the curse would be reduced to 0 hitpoints it may choose to instead drop to 1 unless the damage that caused this was radiant. After using this feature the curse may move up to 20ft. where if it is within touch range of the Electric Catfish Curse it may as part of the same reaction grasp its hand and transfer all of its cursed energy to him along with their floating drums entrusting their power with the Electric Catfish Curse hoping he will strike down their enemies for her sake. If the Electric Catfish Curse goes over its maximum cursed energy then any excess is immediately converted into hitpoints through its Advanced Regeneration feature additionally the Electric Catfish Curse gains access to Shocking Percussion as the floating drums of the Maiko Plasma curse begin to float and circle the Electric Catfish Curse. After using this feature the Maiko Plasma Curse will be exorcised. |
Strong Body, Regeneration,50 meters in 3 seconds!, Advanced Regeneration. Immense Cursed Energy, Overflowing Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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