Necklace Curse (Jujutsu Kaisen Supplement)
Necklace Curse (WIP)[edit]
Huge undead (cursed spirit), chaotic neutral Armor Class 20 (natural armor)
Saving Throws Dex +13, Con +11, Cha +11 Cursed Energy. The Necklace Curse has 62 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 Necklace Curse gains 1 Cursed Energy at the beginning of each of its turns. Cursed Attack. The Necklace Curse's attacks are considered magical. Curse Resistance. The Necklace Curse has advantage on saving throws against cursed techniques and other cursed energy effects. Human Wall. The Necklace Curse has advantage on all Constitution saving throws. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Necklace 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 Necklace Curse. Hard to Kill (1/long rest). If the Necklace 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. Improved Body Functions. All radiant damage that the Necklace Curse receives is reduced by 15. Evasion/Endurance. Whenever the Necklace Curse makes a Dexterity or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Reactive. The Necklace Curse has 5 reactions Portals. The curse can make 15 ft. radius portals at will to both transport itself and attacks to creatures as well as defending from attacks targeting it, however there is a limit to the amount of energy the portals can sustain. ACTIONSMultiattack. The Necklace Curse makes 3 attacks, two with its Kick and one with its Portal Uppercut. It may substitute all of its attacks with Cursed Energy Beams or Portal Uppercut. Kick. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) Bludgeoning Cursed Energy Beam (1-10 cursed energy). The Necklace Curse concentrates cursed energy into its eye and then discharges it as a 5ft. wide 100ft. long beam. Any creature that is caught in this beam must make a DC 20 Dexterity saving throw or take 1d12 + a number of additional dice equal to the amount of cursed energy spent in necrotic damage, and half as much on a success. Portal (5 cursed energy).
BONUS ACTIONSAdvanced Regeneration. The Necklace Curse can spend up to 8 Cursed Energy, regaining hit points equal to 15 times the amount spent. Energy Beam Redirect (3 cursed energy). As a bonus action the Necklace Curse may use a portal to switch the direction of the Cursed Energy Beam it has just fired as a way to fake out opponents. All creatures now in the new line of attack must make a DC 20 Dexterity saving throw and if a creature is targeted and wasn't before then they have disadvantage on this save. REACTIONSHuman Wall (6/long rest). Upon hitting 0 hit points, the Necklace 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 Necklace Curse uses it's Advanced Regeneration 2nd Time Lucky (2 cursed energy). As a reaction to missing a Cursed Energy Beam it can create a portal to redirect the beam back at the original target, it may use this feature multiple times on the same creature. Additionally this feature may be used for any ranged attack by an ally as long as the attack size is smaller than a 15 ft. radius. Defensive Redirect (5 cursed energy). As a reaction to being targeted by a ranged attack that is smaller than a 15ft radius the curse opens a portal redirecting the attack back at the enemy, however if the damage of the attack exceeds 100 then the portal is overloaded and the attack is detonated away from the curse unable to be redirected towards the hostile creature. In the case the attack exceeds 200 damage the portal is completely overwhelmed and the attack in its entirety hits the curse. Melee Redirect (5 cursed energy). As a reaction to being targeted by a melee attack the curse opens a portal engulfing the weapon and or hand attempting to strike them, the attacking creature must then make a DC 20 Dexterity saving throw, on success the creature attacks the curse as normal but on failure the attack misses and the portal closes around the creature's hand dealing 38 (7d10) slashing damage to the creature's arm, in the case the creature fails the save by 5 or more the arm and weapon it is holding is dismembered from the creature and transported to a place with 200 ft. of the curse of the curse's choice. LEGENDARY ACTIONSThe Necklace 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 Necklace Curse regains spent legendary actions at the start of its turn. Regeneration. The Necklace Curse uses its Advanced Regeneration Portal Uppercut. The Necklace Curse uses its Portal Uppercut feature. |
A curse that uses portals as a means of offence and defence.
50 Meters In 3 Seconds!, Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |