Rat Curse (Jujutsu Kaisen Supplement)

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Rat Curse[edit]

Tiny undead (Cursed Spirit),


Armor Class 11 (Natural Armor)
Hit Points 9 (2d4 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 15 (+2) 2 (-4) 6 (-2) 10 (+0)

Damage Vulnerabilities Radiant
Damage Resistances Poison
Senses passive Perception 8
Languages common
Challenge 1/4 (50 XP)


Cursed Energy. The Rat Curse has 4 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. Remember to calculate immense and overflowing if you're adding them

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

Magic Weapons. The Cursed Spirit's weapon attacks are magical.

Invisible Force. The Rat 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 Rat Curse

Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there.

Pack Tactics. The Rat Curse gain advantage on attack rolls whenever there's an ally within 5 ft. of it.

Swarming. If there are 5 or more Rat Cursed spirits within 50 ft. of each other they can group up to form a swarm of Rat Cursed Spirits.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Duplication (4 cursed energy.) The Rat Curse creates another identical Rat Curse, this second curse starts with 0 cursed energy. This ability can be used once per week out of combat.

BONUS ACTIONS

Illness. When the Rat Curse hits a Bite attack, it can force the target to make a a DC 12 Constitution saving throw against disease, becoming poisoned on a failure until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. This illness is mundane and can be cured by common modern medicine.

Regeneration. The Rat Curse can spend up to 3 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

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

wir-mm-4e-rat.png
A lone Grade 4 Rat Curse. [[1]]

Feats.

Regeneration

Improved Durability.

This creature uses the Improved Durability rule.

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Swarm of Rat Cursed Spirits[edit]

Large swarm of Tiny undead (cursed spirits), unaligned


Armor Class 8
Hit Points (the number of Rat Cursed Spirits in the swarm x 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 2 (-4) 6 (-2) 12 (+1)

Damage Vulnerabilities radiant
Damage Resistances poison
Condition Immunities grappled, frightened, stunned, prone, charmed, restrained, paralyzed, petrified
Senses passive Perception 8
Languages
Challenge 2 (50 per cursed spirit in the swarm XP)


Quantity over Quality. For every 9 hit points the swarm loses, a random Rat Cursed Spirit dies (can be the DM's choice).

Strength in Numbers. If the number of Rats in the swarm drops below 4 (swarm drops below 36 health) then it splits off into individual Rat Curses.

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

Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Rat Cursed Spirit. The swarm cannot regain hit points or gain temporary hit points.

Duplication. At the beginning of it's turns one of the rats in the swarm duplicates, this increases the number of rats in the swarm, increasing the swarms health and maximum health by 9. This may be used twice per week whilst outside of combat.

Magic Weapons. The Swarm's weapon attacks are magical.

Crowd Control Vulnerability. The swarm has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm.

Spacing Issues. As the swarm is too big, not all curses composing it can reach a single target, so the swarm causes less damage the smaller a creature is. A creature takes 1 dice less damage for every size they're smaller than Medium, minimum 1. A creature takes 1 dice extra of damage for every size they are larger than Medium.

ACTIONS

Multiattack. The swarm makes two attacks.

Mass Bite. Melee Weapon Attack: +4 to hit, targets must be within 5 ft. of the swarm or in its space, hits as many targets as possible. Hit: 14 (3d8 + 2) piercing damage.

Mass Claw. Melee Weapon Attack: +4 to hit, targets must be within 5 ft. of the swarm or in its space, hits as many targets as possible. Hit: 14 (3d8 + 2) slashing damage.

Mass Duplicate (Recharge 5-6.) The Rats all attempt to duplicate. Roll a dice tier equal to the amount of rats of swarm rounded down (e.g if theres 4-5 rats, roll 1d4, if theres 6-7 roll 1d6, etc) up to a 1d20, the amount rolled is the amount of Rat Curses added to the swarm.

Merge. If the number of Rat Curses reaches at least 50, they can use a full turn action to merge into a single curse with power comparable to a special grade.

BONUS ACTIONS

Mass Illness. When the swarm hits a Bite attack, it can force the target to make a a DC 15 Constitution saving throw against disease, becoming poisoned on a failure until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 16 (3d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. This illness is mundane and can be cured by common modern medicine.


cd5baa43fe2b8d322961c63dbd96f853.jpg
A swarm of Rat Curses. [[2]]
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Rat Amalgamation[edit]

Large undead, unaligned


Armor Class 22
Hit Points (the number of Rat Cursed Spirits x 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Con +12
Damage Vulnerabilities radiant
Damage Resistances poison
Senses passive Perception 8
Languages
Challenge 18 (20,000 XP)


Rats. The Rat Amalgamation grows stronger depending on how many Rat Curses it is composed off, effecting it's stats and some of it's features.

The Amalgamation starts with as many Rat Curses were in the swarm that merged to make it, and can gain or lose them through it's other features. When a Rat Curse is gained the swarm gains 9 health and max health aswell as 2 cursed energy and max cursed energy. When a Rat Curse is lost it loses the same amount.

Quantity over Quality. For every 9 hit points the Amalgamation loses, a random Rat Cursed Spirit dies.

Internal Duplication. At the beginning of it's turns the Amalgamation duplicates one rat inside of itself, this increases the number of rats in the amalgamation by one.

Cursed Energy. The Amalgamation has (2 X number of Rat Curses) cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished after a long rest.

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

Invisible Force. The Amalgamation 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 you. 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.

Magic Weapons. The Amalgamation's weapon attacks are magical.

Strength in Numbers. If the number of rats in the Amalgamation falls below 20, it reverts to a swarm of Rat Curses.

ACTIONS

Multiattack. The Amalgamation makes 3 attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 5ft., Hit: X ((number of rats/10)d12 + 6) piercing damage. When making a Bite attack the Amalgamation can sacrifice 5 rats to create a second head out of duplicates and send it flying at a target to bite them instead, this increases the Bites reach to 30 ft and creates 5 Rat Curses within a 20 ft. radius of the attack.

Claw. Melee Weapon Attack: +12 to hit, reach 5ft., Hit: X ((number of rats/10)d12 + 6) slashing damage. When making a Claw attack the amalgamation can spend 5 cursed energy to temporarily increase the size of it's arm, increasing it's reach to 30 ft..

Rat Throw. Ranged Weapon Attack: +8 to hit, range 30 ft., Hit: 15 (2d12 + 2) bludgeoning damage. If this hits it will create a Rat Curse within 5 ft. of the target, if it misses it will be within 10 ft. instead. The Rat Amalgamation loses 1 rat when it does this.

Poisonous Cloud (10 Cursed Energy.) The Rat Amalgamation swells up and releases a poisonous cloud, filling a 30 ft. radius, this cloud lasts until the Amalgamation finishes it's next turn. Anyone within the cloud must make a DC 19 Constitution saving throw. On a failure they take X ((number of rat/10)d12 + 5) poison damage and are poisoned. On a success they take half as much and are not poisoned. Any creature that other than the Rat Amalgamation, Rat Curse Swarm or Rat Curse must also make this saving throw whenever they enter the cloud or begin their turn inside it.

BONUS ACTIONS

Advanced Regeneration. The Amalgamation can spend up to 11 Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Advanced Regeneration. As a reaction to suffering damage, the Amalgamation uses its Advanced Regeneration.

rat-rat.png
The Rat Amalgamation fighting Gojo Satoru. [From the game Jujutsu Kaisen Phantom Parade]

Feats. The Amalgamation has the following Cursed Feats:

Regeneration, Advanced Regeneration.

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