Mothman Curse (Jujutsu Kaisen Supplement)

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Mothman Curse[edit]

Large undead (cursed spirit), chaotic neutral


Armor Class 22 (natural armor)
Hit Points 722 (38d10 + 513)
Speed 180 ft., 200 ft. flying


STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 22 (+6) 10 (+0) 16 (+3) 20 (+5)

Saving Throws Dex +13, Con +12, Cha +11
Skills Acrobatics +13, Nature +6, Perception +9, Sleight of Hand 10, Stealth +19
Damage Vulnerabilities radiant
Damage Resistances poison, psychic
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 19
Languages
Challenge 19 (22,000 XP)


Cursed Energy. The Mothman Curse has 83 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 Mothman Curse gains 1 Cursed Energy at the beginning of each of its turns.

Cursed Attack. The Mothman Curse's attacks are considered magical.

Curse Resistance. The Mothman Curse has advantage on saving throws against cursed techniques and other cursed energy effects.

Human Wall. The Mothman Curse has advantage on all Constitution saving throws.

Evasion. Whenever the Mothman Curse makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Cursed Strikes. When making an Unarmed Strike, the Mothman Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until a creature hits a target or 1 minute has passed.

Cursed Armor. The Mothman Curse can spend up to 5 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Mothman Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

I Truly Am A Curse. If the Mothman Curse falls to 361 hit points, at the start of it's turns it can make a DC 11 Charisma saving throw. On a success, it becomes a Special Grade Cursed Spirit. It gains 20 Cursed Energy (including to it's maximum) as well as the Innate Domain feat.

After becoming a Special Grade, at the beginning of each of it's turns, if the Mothman Curse is at 180 hit points or lower it may roll a DC 11 Charisma saving throw. On a success it gains the Domain Expansion feat and its Domain is automatically completed. Upon completing its Domain, the Mothman Curse gains 180 hit points, 20 Cursed Energy, and 200 Refinement points.

ACTIONS

Multiattack. The Mothman Curse makes 3 attacks, two with it's Claw Swipe and one with it's Wing Slap. It may substitute one of it's attacks with a Piercing Gaze attack instead.

Claw Swipe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 7) slashing and 7 (1d12) necrotic damage.

Wing Slap. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 7) slashing and 7 (1d12) necrotic damage.

Piercing Gaze (3 Cursed Energy). The Mothman Curse opens its eyes widely, seemingly staring deep into the soul. Choose a creature the Mothman Curse can see within 60 ft. The target must roll a DC 19 Wisdom Saving Throw. On a failure, the target takes 70 (10d12) psychic damage and its movement speed is reduced to 0. On a success the target takes half damage and it's movement speed is halved.

Pheromone Spread (6 Cursed Energy) (Recharge 5-6). The Mothman Curse flaps its wings, spreading pheromones in a 20 ft. circle centered on itself. Every creature inside the circle must make a DC 19 Constitution Saving Throw or be charmed by the Mothman Curse for 1 minute.

BONUS ACTIONS

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the Mothman Curse can perform two Claw Swipe or Wing Slap attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). The Mothman Curse takes the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Mothman Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn.

Advanced Regeneration. The Mothman Curse can spend up to 11 Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Human Wall (6/long rest). Upon hitting 0 hit points, the Mothman Curse can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

Regeneration. When taking damage, the Mothman Curse uses it's Advanced Regeneration

LEGENDARY ACTIONS

The Mothman Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mothman Curse regains spent legendary actions at the start of its turn.

Wing Slap. The Mothman Curse makes a Wing Slap attack against a creature within reach.

Regeneration. The Mothman Curse uses its Advanced Regeneration

Piercing Gaze (Costs 2 Actions). The Mothman Curse uses Piercing Gaze on a creature within range.

Mothman_Artist%27s_Impression.png
An artistic interpretation of the Mothman Curse, https://en.m.wikipedia.org/wiki/Mothman

A curse formed from the American folklore of the Mothman, this curse typically resides in forests. If the Mothman Curse is spotted, a disaster, whether natural or otherwise, is sure to follow. The Mothman Curse is nocturnal, and typically attacks only when threatened or provoked.

Innate Domain: Pheromone Filled Forest

The Mothman Curse's innate domain is a forest, filled with tall, thick trees, foliage, mushrooms and the Mothman Curse's pheromones. The entire domain looks identical, and grows infinitely when creatures move too far away, making so that any checks made by a creature to locate themselves have disadvantage. Any creature that starts it turn inside the innate domain, other than the Mothman Curse itself, must make a DC 19 Constitution Saving Throw. On a failure creatures are charmed by the Mothman Curse. On a success creatures are not charmed by the Mothman Curse. The Mothman Curse can change the scenery at will during it's turns, changing or removing the foliage, changin the shape and size of trees or taking them down.

Domain Expansion: Pheromone Filled Forest

The Mothman Curse's domain expansion acts exactly like it's innate domain, inheriting all of it's features with a few additions. Whenever creatures fail the Constitution Saving Throw and are charmed by the Mothman Curse's pheromones, they also take 20d12 poison damage as the mushrooms in the domain have begun spraying out poisonous spores. The Constitution Saving Throw and the effects caused by it are the Sure Hit of this domain.

Domain Properties

The Mothman Curse's domain has the following properties.

Refinement Points. The Mothman Curse's domain has 200 refinement points.

Domain Durability. The Mothman Curse's domain has 600 hit points.


Curse Biology Traits

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

Hard to Kill (2/long rest). If the Mothman Curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright.

Famous Name. Whenever the Mothman Curse rolls initiative, they may force every hostile creature that can see them to make a DC 19 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Sadism. Whenever the Mothman Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 19.

Improved Body Functions. All radiant damage that the Mothman Curse receives is reduced by 15.

Unkillable. The Mothman curse has 6 additional reactions exclusively for the use of it's Human Wall reaction.

Nocturnal Nature. When the Mothman Curse is in Dim Light or Darkness it counts as invisible and has advantage on Dexterity (Stealth) checks.

Sneak Attack. Once per turn when the Mothman Curse has advantage on an attack roll, the attack deals two additional damage dice.

Unavoidable Gaze. The Mothman Curse can spend 3 additional Cursed Energy when using Piercing Gaze to turn it into a 15 ft. cone targeting every creature inside the cone.

Cursed Technique

When a feature refers to the Mothman Curse's cursed technique, it refers to Piercing Gaze and Pheromone Spread.

Feats

50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology

Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Mothman Curse is not an official cursed spirit demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.


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