Otorosh Of Dreams Curse(Jujutsu Kaisen Supplement)
Otorosh Curse[edit]
Huge undead (Cursed spirit), lawfull evil Armor Class 17 (natural armor)
Saving Throws Int +8, Cha +9 Cursed Energy. The Otorosh Curse has 77 Cursed Energy to spend on its features. This refills at the end of a long rest. Cursed Energy Recovery. The Otorosh Curse gains 1 Cursed Energy at the beginning of each of its turns. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Zomba 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 Zomba Curse. Cursed Attack. The Otorosh Curse's attacks are considered magical. Cursed Armor. Otorosh Curse can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Otorosh Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Discernment Whenever the Otorosh Curse makes a Intelligence saving throw, it takes half as much damage on a failure and no damage on a success. Cruel Hide When Otorosh rolls initiative, it can choose one damage type to be resistant for. Exluding radiant and necrotic. 50 Meters In 3 Seconds! The curse has two reactions. Strong Body. Otorosh reduces all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this, unless Otorosh is under the effects of cursed energy armor. Human Wall. Otorosh have advantage on Constitution saving throws. ACTIONSBite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 2) piercing damage. Spit Ranged Weapon Attack: +6 to hit, range 25 ft., one target. Hit: 14 (2d8 + 5) acid damage. Minor Esper Beam(6 Cursed Energy). Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 21 ( 4d6+ 7) psychic damage. Medium Esper Beam(10 Cursed Energy). Otorosh fires a beam of psychci energy and a blue-ish purple energy gets created. The curse targets up to two targets. If it is two targets, the creatures will make a DC16 Intelligence saving throw, if they fail they take 32 (4d12+6) psychcic damage + 7 (2d6) force damage. A 20ft radius around the target will be crushed by pure psychic force and will become difficult terrian. Major Esper Beam(17 Cursed Energy). Otorosh fires a giant ray of psychic energy, it fires it 120 feet in any direction, the beam is 15ft in width and hight. Every creature that has line of sight with the curse makes a DC16 Dexterity saving throw not to be in range of the beam. When a cerature gets hit they make a DC16 Intelligence if they fail they take 64 (8d12+12) psychic damage and 23 (3d10+6) force damage. If they succeeds they take half. Where the beam gets fired the terrain will become difficult . BONUS ACTIONSAdvanced Regeneration. The curse can spendt up to 6 cursed energy to receiving damage, for every 1 cursed energy spent, it gains regain 10 hit points. Spit Ranged Weapon Attack: +6 to hit, range 25 ft., one target. Hit: 14 (2d8 + 5) acid damage. Minor Esper Beam(6 Cursed Energy). Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 21 ( 4d6+ 7) psychic damage. REACTIONSAdvanced Regeneration The curse uses Advanced Regeneration. Human Wall Upon hitting 0 hit points, Otorosh can spend a hit die to fall to the amount rolled in hit points. This can be used as much as its Constitution modifier. All uses are restored on a long rest. |
While its name implies ferocity and its appearance is quite grotesque, it is only known to be dangerous to the wicked. The name otoroshi, while not a word itself, appears to be derived from variations in regional dialects. It is generally accepted to be a corruption of osoroshii, meaning “scary.” Nothing is known of its origin. This curse is a big guardian for shrine eating everyone that is unworthy |
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