Nuclear Curse (Jujutsu Kaisen Supplement)

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90 Seconds, The Nuclear Curse[edit]

Medium undead (Cursed Spirit), neutral evil


Armor Class 20 (Natural Armor)
Hit Points 518 (61d8+244)
Speed 60 ft


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 12 (+1) 11 (+0) 24 (+7)

Saving Throws Con +10, Cha +13
Skills Arcana +13, History +13, Intimidation +13, Perception +6
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks, Poison, Psychic
Senses passive Perception 10
Languages All, but cannot speak.
Challenge 20 (25,000 XP)


Cursed Energy. The Nuclear Curse has 93 Cursed Energy to spend on its features.

Perpetual Energy. For every turn the Nuclear Curse spends in a Radiation Field whose origin is not itself, it regains 2 Cursed Energy, up to its maximum.

Cursed Energy Recovery. The Nuclear Curse gains 4 Cursed Energy at the beginning of each of its turns, up to its maximum.

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

Cursed Strikes. When making a Strike attack, the Nuclear Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic or Fire 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 Nuclear Curse can spend up to 8 cursed energy to give itself temporary hit points equal to the Cursed Energy spent times 10 for 1 minute (no action required). The Nuclear Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Unique Cursed Energy. The Nuclear Curse possesses a sickening variant of Cursed Energy. The damage type remains Necrotic, but contact with the Nuclear Curse's Cursed Energy will accumulate a Grey, and it cannot be resisted except by creatures that are immune or resistant to radiation. Greys can be gained this way by being hit with a Cursed Strike or its Cursed Technique by the Nuclear Curse, or grappling the Nuclear Curse while Cursed Armour is active. The Nuclear Curse also gains an immunity to damage originating from radiation and cannot accumulate Greys. For the effects that Grey accumulation creates and Radiation Field functionality, see here, or any other mention of Greys.

Legendary Resistance(3/day). If the Nuclear Curse fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The Nuclear Curse makes 3 attacks. The Curse can choose to replace an attack with a Cursed technique.

Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target: Hit: 16 (2d8 + 7) slashing damage and 13 (2d12) Necrotic damage.

Flashpoint (3+ Cursed Energy). Melee Cursed Energy Attack: +13 to hit, reach 5 ft., one target: Hit: 43 (12d8 + 7) Necrotic damage. The Nuclear Curse may spend up to 6 Cursed Energy to increase this damage by a damage die per Cursed Energy. If this attack misses, you may Air Burst instead at the same output, and no extra cost. The creature missed cannot be targetted by the Air Burst.

Air Burst (3+ Cursed Energy). The Nuclear Curse fires a cone of cursed energy, at a minimum size of 10 ft. The Curse may spend up to 6 energy to increase this cone by 5 ft. per Cursed Energy. Creatures caught within the cone must make a Constitution (DC 21) saving throw. On a failure, they take 28 (6d8) Necrotic damage, and accumulate 6 Greys. They take half as much damage and gain half the Greys on a success.

Dead Hand (1+ Cursed Energy). The Nuclear Curse unleashes an aura of deadly radiation around itself. The Nuclear Curse may spend up to 6 Cursed Energy to increase the radius of Intense Radiation around itself by 5 ft., starting at a radius of 5 ft. A Weak Radiation Field surrounds the creature, at double the size of the Intense field. This action can be used again, at the same price as initially used, to raise the strength of the Weak Radiation Field to Intense for the duration of that turn.

Ionised Blast (5 Cursed Energy). Ranged Cursed Energy Attack +13 to hit,, range 120 ft., one target: Hit 42 (12d6) Necrotic damage that surpasses resistances and immunities, except for resistances and immunities for radiation.

Clock Strikes Midnight (15 Cursed Energy). The creature chooses a point within 40 ft. to split a single atom and cause a chain reaction. This creates an explosion with a 15 ft. radius, and creatures within it must do a Dexterity (DC 24) saving throw, dealing 98 (14d12 + 7) Fire damage that surpasses resistances or immunities on a failure, except for resistances and immunities for radiation, and half the damage on a success. This does double damage to objects and structures. Creatures that have a line of sight with the blast must succeed a Dexterity (DC 16) saving throw, being blinded until the end of their next turn on a failure, and suffering no effect on a success. The blast leaves an Intense Radiation Field in its radius, and a Weak Radiation Field that is double the radius. This field will persist for weeks, if not months.

Domain Expansion: Cherenkov's Cradle (30 Cursed Energy). The Nuclear Curse opens its Domain Expansion.

BONUS ACTIONS

Advanced Regeneration. The Nuclear Curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Nuclear Curse can perform two Unarmed Strikes as a bonus action.

Cursed Patient Defense(3 Cursed Energy). The Nuclear Curse can take the Dodge action on its turn.

REACTIONS

Irradiated Retaliation. As a Reaction to being hit with a melee weapon, the curse can release a slight burst of radiation on impact, applying one Grey to the attacking creature.

Advanced Regeneration. As a Reaction to taking damage, The Nuclear Curse uses its Advanced Regeneration.

Cursed Enhanced Body. Whenever the Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 8 cursed energy modifier to add the number of energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

The Nuclear Curse can take 4 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 Nuclear Curse regains spent legendary actions at the start of its turn.

Strike. The Nuclear Curse strikes a creature within reach.

Advanced Regeneration. The Nuclear Curse uses its Advanced Regeneration.

Nuclear Technique (Costs 2 actions). The Nuclear Curse uses one of its Cursed Techniques.

Domain Expansion: Cherenkov's Cradle (Costs 3 actions). The Nuclear Curse opens its Domain Expansion.

90 seconds, the Nuclear Curse, was born from the cumulated negative feelings the world bears toward nuclear energy and weaponry. It can be found aimlessly wandering around the halls of universities associated with discovering, refining, or utilising nuclear fission, areas of nuclear tragedies, or irradiated wastelands. It is innately aware of people that contributed to the development of nuclear fission and is outwardly aggressive towards them, but remains passive unless provoked by other people. It can weep in the same spot for hours, if not days. The Nuclear Curse communicates by using a clicking sound resembling a Geiger counter, which can be understood by any creature that can understand spoken language.

It takes the form of an average-sized man with oddly proportioned limbs and body parts wearing a grimy, tattered suit. The Curse's skin appears burnt, and what little slivers aren't are deeply mottled by sickly greens. Its face is largely scorched and featureless, bar an active Geiger counter dial replacing its right eye, that bounces whenever the Curse communicates. Scraps of thin, raspy hair clasp onto its otherwise uncovered scalp.


Domain Expansion: Cherenkov's Cradle

The Nuclear Curse's Domain resembles a contemporary reactor control room. Numerous buttons, sliders, keypads, readings and screens line the various control panels in the room. 3 large windows, from the top of the control panels to the ceiling, line the farthest away wall. Beyond them is an immense pool, glowing with a bright blue hue, that is constantly getting brighter. The creatures trapped in the domain innately understand the language in which the panels and readings are labelled. The Nuclear Curse is present as a voice in the intercom, in a room elsewhere in the facility. The doors leading out of the room cannot be opened.

The creatures trapped within the domain are required to stabilise the reactor. This is done through various Intelligence (Investigation) (DC 21) and Intelligence (DC 20) checks, at the discretion of the Dungeon Master. A minimum of 3 successful Intelligence checks are required to succeed, but more may be applied if necessary. Successfully stabilising the reactor causes the domain to shatter, and force the Nuclear Curse into Technique Burnout.

The reactor melts down after 10 minutes within the domain. Failed Intelligence checks remove a minute (10 turns) from the meltdown timer. Critical fails remove 3 minutes. The reactor melting down results in the fullfilment of the domain, with the reactor exploding and dealing 183 (32d10 + 7) Fire damage that surpasses resistances and immunities except for resistances and immunities for radiation. The explosion leaves an Intense Radiation Field with a 30ft radius, and a Weak Radiation Field at double that size. This field will persist for weeks, if not months. Affected creatures also have 6 Greys accumulated from the explosion. The Nuclear Curse does not suffer Technique Burnout.

Regardless of the outcome and how long time is spent inside, the Domain will always be active for 2 minutes from the outside perspective.

Domain Properties

The Nuclear Curse's domain has the following properties.

Refinement Points. The Nuclear Curse's domain has 500 refinement points.

Domain Durability. The Nuclear Curse's domain has 1200 hit points.

Lasting Domain. The Nuclear Curse's Domain Expansion lasts for 2 minutes.

Jujutsu Sorcerer

The Nuclear Curse has 20 levels in the Jujutsu Sorcerer class.

Curse Biology Traits

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

Hard to Kill(1/long rest). If the Nuclear 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. This feature does not work if the damage that had reduced them to 0 hit points was Radiant damage.

Famous Name. Whenever the Nuclear Curse rolls initiative, they may force every hostile creature that can see them to make a DC 22 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.

Cursed Technique

When a feature refers to the Nuclear Curse's cursed technique, it refers to Ionised Blast, Dead Hand, Clock Strikes Midnight, Cherenkov's Cradle.

Feats

50 Meters In 3 Seconds!, Regeneration, Advanced Regeneration.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy.

Cursed Enhanced Body

Basic Barrier, Domain Expansion

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Nuclear 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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