Needle Curse (Jujutsu Kaisen Supplement)

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Needle Curse[edit]

Medium undead (cursed spirit), chaotic evil


Armor Class 21
Hit Points 221 (26d8 + 104)
Speed 60 ft. fly (hover)


STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Str +7, Dex +11, Cha +10
Skills Acrobatics +11, Athletics +7, Medicine +7, Perception +7, Sleight of Hand +11, Stealth +11
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances poison, psychic
Senses passive Perception 17
Languages
Challenge 13 (10,000 XP)


Cursed Energy. The Needle Curse has 54 Cursed Energy which it can expend. All cursed points are regained at the end of an long rest.

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

Cursed Weapons. The curse's weapon attacks are considered magical.

Cursed Armor. The 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. The curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Trypanophobia. When a creature sees the Needle curse, they must make a DC 18 Constitution saving throw. On a success, nothing happens and the creature is immune to this feature for 24 hours. On a failure, the creature becomes dizzy, receiving a 1d4 penalty to all of their attack rolls, ability checks, and saving throws for 1 minute. The creature may repeat the saving throw at the end of their turns, ending the effect early on a success and becoming immune to this feature for 24 hours. If the creature fails by 5 or more, they must also make a DC 18 Wisdom saving throws, becoming unconscious for 1d4 rounds on a failure as they pass out. A creature unconscious this way will have the condition ended upon them if they take any damage or if another creature uses their action to wake them up.

Injection (2 Cursed Energy). Before making a Flying Needle attack, the curse can make it carry a random Medical Condition, described in it's Medical Conditions feature. On a hit, the target will be affected with the random effect for 1 minute. Alternatively, when using Cursed Weapon Enhancement on it's Needle Hands, the curse can spend double the original amount to make so that every time a creature is hit by it's Needle Hands for the duration they need to make a DC 18 Constitution saving throw or suffer a random Medical Condition. The curse can also instead pay 4 cursed energy to choose a specific effect.

ACTIONS

Multiattack. The curse makes 3 Needle Hands or Flying Needles attacks.

Needle Hands. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage and 6 (1d12) necrotic damage. The curse can apply it's Cursed Weapon Enhancement to this as if it's hands were a weapon.

Flying Needles (1 Cursed Energy). Ranged cursed energy attack: +10 to hit, range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage and 6 (1d12) necrotic damage. The curse shoots the needles on it's fingers, which regrow immediatly. The curse can apply it's Cursed Weapon Enhancement to this as if it's hands were a weapon.

BONUS ACTIONS

Cursed Weapon Enhancement. The curse can spend up to 5 cursed energy to add to a melee weapon it is wielding for 1 minute. Whenever it hits a target with the weapon, the target takes extra necrotic damage equal to twice the amount spent. The curse can only use this enhancement again after 1 minute has passed.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, the curse can make two Needle Hand attacks.

Cursed Patient Defense (3 Cursed Energy). The curse can take the dodge action as a bonus action on its turn.

Cursed Wind Step (3 Cursed Energy). The curse can take the dash or disengage action as a bonus action on its turn.

Regeneration. The curse can spend up to 10 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a reaction to suffering damage, the curse uses his Regeneration.

Needle-Curse.jpg
Curse Biology Traits

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

Hard to Kill (2/long rest). If the 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 curse rolls initiative, they may force every hostile creature that can see them to make a DC 18 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 Needle 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 13.

Improved Body Functions. All radiant damage that the curse receives is reduced by 11.

Medical Conditions. Some features of the curse use the effects described below. These effects can all be applied at the same time to a creature and some of them can stack with themselves for further effects, as described. A creature affected with any of these effects may repeat the saving throw that initially caused them individually at the end of their turns, ending the effect on a success, unless otherwise stated (such as the effect being instantaneous). Additionally, a creature affected with any of these effects is poisoned.

  • Morphine. A creature affected with Morphine can't take the Dash action. This effect can be applied up to 3 times; on the 2nd the creature will lose 1 of it's reactions (to a minimum of 1) and upon the 3rd the creature affected with fall unconscious for 1d4 rounds as they pass out.
  • Naloxone. A creature inflicted with Naloxone will lose 1 stack of Morphine, Fentanyl or Heroine, but in turn it's Overdose level increases by 2 instead of 1. This effect is instantaneous.
  • HIV. A creature affected with HIV has disadvantage on death saving throws.
  • Fentanyl. A creature affected with Fentanyl gains 1 level of exhaustion (up to a maximum of 3). This effect can be applied up to 3 times; on the 2nd time the creature can no longer concentrate on any features, and upon the 3rd time the creature loses half of it's movement speed.
  • Heroine. Their speech becomes mumbling and incoherent, any features they have dependant on speaking suffer one of the following penalties if applicable: disadvantage on a roll, a -2 DC penalty, a 3 cursed energy cost increase, it's range is decreased by half or a 1 action cost increase. This effect can be applied up to 3 times; on the 2nd time the creature becomes dizzy (as described in the Trypanophobia feature), and upon the 3rd the creature affected with fall unconscious for 1d4 rounds as they pass out.
  • Ketamine. A creature affected with Ketamine is Hallucinating. This effect can be applied up to 2 times, and on the 2nd time the creature is Confused.

Fatal Overdose. Every time a creature is inflicted with a Medical Condition by the Needle Curse, they gain 1 level of Overdose, which each can only be removed by the creature healing themselves 20 hit points with Reverse Cursed Technique or other types of healing. Alternatively, all Overdose levels are removed after a long rest or if a Positive Energy Master uses their Just Unbreak It feature on the creature. Upon reaching 5 + their Constitution modifier Overdose levels, the creature suffers a Fatal Overdose, suffering 10d10 poison damage and falling unconscious as if they were reduced to 0 hit points, having to make death saving throws to avoid death as normal. This poison damage overcomes resistances and immunities.


Feats.

Improved Body Functions, Cursed Biology

Immense Cursed Energy

Improved Cursed Energy Output, Cursed Projectiles

Improved Durability.

This creature uses the Improved Durability rule.

Not Canon. The Needle 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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