Pollution Curse (Jujutsu Kaisen Supplement)

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Pollution Curse[edit]

Large undead (cursed spirit), chaotic evil


Armor Class 16 (natural armor)
Hit Points 326 (22d10 + 140)
Speed 20 ft.


STR DEX CON INT WIS CHA
13 (+1) 5 (-3) 18 (+4) 11 (+0) 12 (+1) 20 (+5)

Saving Throws Con +8, Int +4, Cha +9
Skills Deception +9, Stealth +1
Damage Vulnerabilities radiant
Damage Resistances poison
Senses passive Perception 16
Languages
Challenge 9 (5,000 XP)


Cursed Energy. The curse has 31 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Weapons. The Pollution Curse's weapon attacks are magical.

Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of it's turns.

Invisible Force. The 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 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 it.

One man's trash, another man's treasure. The Pollution Curse is a scavenger, and uses trash to attack. The Pollution Curse can spend a bonus action to make an attack with one item of trash presented below. X equals the number of Cursed Energy the Pollution Curse puts into the attack.

  • Broken Bottle. xd6 Piercing damage, two attacks may be made with this trash in a single bonus action.
  • Hazardous Battery. xd6 Lightning damage, target gains the stunned condition.
  • Weedkiller. xd6 Acid damage, target must succeed on a DC 15 Constitution saving throw, otherwise they gain the blinded condition for two rounds.
  • Refrigerator. xd10 Bludgeoning damage.
  • Plastic Bag. The Pollution Curse can use this item to gain advantage on the next roll it makes to grapple a target, requires 5 cursed energy to use.
  • Firecracker. xd4 Thunder damage, target gains the deafened condition for 5 rounds.
  • Kitchen Knife. xd6 Slashing damage, target gains the Bleeding condition.


Hard to Kill (1/long rest). If the curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced it to 0 hit points was radiant damage.


Toxic Fumes. If a creature enters a space within 5 feet of the Pollution Curse, they are forced to make a DC 16 Constitution saving throw. If the creature fails the saving throw, they take 2d12 Poison damage. On a success, they take half as much.

Poisonous Ooze. The Pollution Curse takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the curse's Engulf and has disadvantage on the saving throw.

Creatures inside the Pollution Curse can be seen but have total cover.

A creature within 5 feet of the Pollution Curse can take an action to pull a creature or object out of the curse. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

Famous Name. Whenever The Pollution Curse rolls initiative, they may force every hostile creature that can see them to make a DC 20 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.

ACTIONS

Sludge Bomb. Ranged Weapon Attack: +3 to hit, reach 25 ft, one target. Hit: 23 (2d12 + 3) Acid damage.

Acidic Slap. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 32 (4d12 + 4) Acid damage.

Engulf (4 Cursed Energy). The Pollution Curse moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Pollution Curse. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the Pollution Curse enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

BONUS ACTIONS

Regeneration. The curse can spend up to 9 Cursed Energy, regaining hit points equal to 5 times the amount spent.

Cursed Patient Defense (3 Cursed Energy). The curse takes the Dodge action.

REACTIONS

Regeneration. As a Reaction to suffering damage, the Pollution Curse uses it's Regeneration.

Acid Outburst. As a Reaction to suffering damage, the Pollution Curse can spend up to 10 cursed energy to make all creatures within a 20 ft. sphere centered on itself to make a DC 17 Dexterity saving throw. All who fail suffer Xd6 Acid damage, where X equals the amount of cursed energy spent. If a creature succeeds on the save, they take half damage.

Pollution-Curse-pic.jpg
The Pollution Curse wallowing in it's own ooze


The embodiment of pollution. It is a mass of green acidic muck, oozing it's way through miserable life. Don't get to close, it emits dangerous fumes (fard).

Feats

Regeneration, Immense Cursed Energy, Overflowing Cursed Energy, Strong Body


Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Pollution 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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