Numbers Curse (Jujutsu Kaisen Supplement)

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Numbers Curse[edit]

Large undead (Cursed Spirit), chaotic evil


Armor Class 20 (Natural Armor)
Hit Points 459 (54d10+162)
Speed


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 18 (+4) 18 (+4) 26 (+8)

Saving Throws Int +10, Wis +10, Cha +14
Skills Arcana +10, Intimidation +14, Investigation +10, Perception +10
Proficiency Bonus +6
Damage Vulnerabilities Radiant
Damage Resistances non-magical bludgeoning, piercing, and slashing, poison
Damage Immunities Psychic
Senses passive Perception 20
Languages
Challenge 20 (25,000 XP)


Cursed Energy. The Numbers Curse has 121 Cursed Energy to spend on its features.

Improved Cursed Energy Recovery. The Numbers Curse gains 4 Cursed Energy at the beginning of each of its turns.

Cursed Attack. The curse's attacks are considered magical.

Invisible Force. The Numbers Curse is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. 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 Numbers Curse.

Hard to Kill If The Numbers Curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill you outright. This feature does not work if the damage that had reduced you to 0 hit points was radiant damage. It may use this feature once per long rest. It also has resistance to psychic damage as its body and mind are vastly different from the likes of humans, sorcerers or non-sorcerer included.

Famous Name The Numbers Curse is based on a real world fear, so people's fear for it is far greater than to other normal curses. Whenever it rolls initiative, it may force every hostile creature that can see it to make a DC 22 Wisdom saving throw. On a failure, they are frightened 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. It may use this feature 8 times.

Cursed Nature.The Numbers Curse is a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. It becomes vulnerable against radiant damage.

Sadism The Numbers Curse has immense sadism when beating its victims. Whenever it deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 20.

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

ACTIONS

Multiattack. The Numbers Curse makes 3 Numeron Blade attacks.

Numeron Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 11 (2d10) Psychic damage.

Numeron Spiral (5 Cursed Energy). The creature chooses a point within 60 ft to release a vortex of numbers. Every creature within a 30 ft radius of the storm must make a DC 22 Strength saving throw. On a failure, the creature takes 32 (5d12) bludgeoning damage and 32 (5d12) Psychic damage, is pushed away 10 ft and knocked prone. On a success, they take half damage and are not pushed away or knocked prone. As a Bonus Action, the Curse may move the spiral up to 30 ft. This spiral lasts for 1 minute.

Numeron Storm (5 Cursed Energy). For 1 minute, the curse surrounds itself in a storm of numbers that possesses a 30 ft radius. Creatures who enter the storm or begin their turn within the storm must make a DC 22 Intelligence saving throw. On a failure, the creature takes 44 (8d10) Psychic damage and has disadvantage on all of their Attack rolls until the beginning of their next turn. On a success, they take half that damage and don't have disadvantage on their attack rolls. Ranged attacks against the Numbers Curse are made at disadvantage while this storm is active.

Numeron Calling (5 Cursed Energy). The Numbers Curse may choose 1 creature within 30 ft and pose a difficult math question, forcing it to make a DC 22 Intelligence saving throw. On a failure, the creature is unable to solve the equation and is stunned until the end of their next turn. On a success, the creature is able to solve the equation and is not stunned. The creature may remake this saving throw at the beginning of each of their turns.

Numeron Wall (5 Cursed Energy). The Numbers Curse chooses a point anywhere within 30 ft and forms a 30 ft long, 5 ft wide, and 10 ft high wall. Any creatures in the path of the wall's formation will be forced to make a DC 22 Dexterity saving throw. On a failure, they take 22 (4d10) bludgeoning damage and are pushed to a space the creature chooses that is 5 ft away from the wall. On a success, they only take half damage and the target may choose a space within 5 ft of the wall to move to. This Wall has a 22 AC and automatically fails saving throws. In addition, it has 210 hit points and is immune to Psychic damage.

BONUS ACTIONS

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

Cursed Patient Defense. The curse can spend 3 Cursed Energy to take the Dodge action as a bonus action on its turn.

Cursed Wind Step. The Numbers curse can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled until the end of the Numbers curse's turns.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration.

Cursed Enhanced Body. Whenever the Numbers curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to its Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.

Numeron Wall. The Curse may use Numeron Wall as a Reaction.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

Advanced Regeneration. The Numbers Curse uses its Advanced Regeneration.

Numeron Spiral (Costs 2 Actions) The Numbers Curse uses its Numeron Spiral.

Domain Expansion: Numeron Network (Costs 3 Actions). The Numbers Curse opens its Domain Expansion.

Domain Expansion: Numeron Network

The Numbers Curse's Domain resembles the neural pathways of the brain. The many interlocked nerve paths web out as the barrier forms. Inside of the domain, electrical impulses can be seen traveling the paths and there are even several strange looking flowers inside of this space. The flowers and all of the neural pathways glow with a strange purple light, making the entire place feel almost extraterrestrial in a sense. In addition, a subtle heartbeat-like sound can be heard pulsating throughout the Domain. It's almost as if the world itself is alive. Each creature that starts its turn within the Domain must make a DC 22 (DC 27) Intelligence saving throw. On a failure, they take 110 (20d10) Psychic damage and are stunned until the end of their next turn. On a success, they take half damage and are not stunned.

Refiniment Points

The Numbers Curse's domain refinement points are 300.

Domain Durability. Its domain has 1100 hit points.

Technique Efficiency. While inside of its Domain, the Numbers Curse may use Numeron Spiral for 0 Cursed Energy.

Increased Potency. While inside its domain, the curse's cursed techniques deal 8 additional damage dice.

Cursed Techniques.

When a feature refers to The Numbers Curse's cursed techniques, it refers to Numeron Blade, Numeron Spiral, Numeron Storm, Numeron Calling, Numeron Wall, and Numeron Network.

Feats

Regeneration, Advanced Regeneration, Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy, Cursed Enhanced Body, Improved Cursed Energy Output, Domain Expansion

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Numbers 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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