Roach Curse (Jujutsu Kaisen Supplement)

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Cockroach Curse[edit]

Medium undead (cursed spirit), neutral evil


Armor Class 26 (23 if at 0 cursed energy) (Natural Armor)
Hit Points 980 (40d10 + 760)
Speed 125 ft., fly 185 ft.


STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 26 (+8) 12 (+1) 12 (+1) 26 (+8)

Saving Throws Str +13, Dex +14, Con +14, Cha +14
Skills Athletics +13, Intimidation +14, Perception +7
Damage Vulnerabilities radiant
Damage Resistances Bludgeoning, slashing, piercing, from non-magical attacks, psychic
Damage Immunities poison
Senses Darkvision 80 ft., passive Perception 17
Languages Common
Challenge 20 (25,000 XP)


Pharthenogenesis. Flesh devoured by the cursed cockroaches simulate the Cockroach Curse's pharthenogenesis process. For every 20 damage dealt by the cursed cockroaches the Cockroach Curse summons another swarm. For every 100 deal by the cursed cockroaches a clone of Cockroach Curse appears. This clone activates when the original dies. The clone has the same stats as the original.

Cursed Energy. The Cockroach Curse has 133 cursed energy that it can use to fuel it's abilities. All of its cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The Cockroach Curse regains 4 cursed energy at the beginning of each of its turns.

Endurance. Whenever the Cockroach Curse makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Invisible Force. The Cockroach Curse 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 the Cockroach 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 curse.

Hard to Kill(2/Long Rest). If the Cockroach Curse is reduced to 0 hit points, it can choose to be reduced to 1 hit point instead even if the damage would kill him outright. It may recharge one use of this over the course of a short rest.

Famous Name. Whenever the Cockroach Curse rolls initiative, it may force every hostile creature that can see it to make a DC 26 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.

Sadism. Whenever the Cockroach Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20.

Secondary Arms. The Cockroach Curse counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it have these secondary arms. It can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using its arms has its damage die reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, it may reduce the action cost of a technique feature by 1.

Strengthen Wings. Whenever the Cockroach Curse is falling and is not incapacitated, it can subtract up to 100 feet from its fall when calculating its fall damage and can move horizontally 2 feet for every 1 foot it falls.

Fearsome Appearance. The Cockroach Curse gains advantage on all checks and saves to resist the frightened condition. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation.

Improved Body Functions. All radiant damage that the Cockroach Curse receives is reduced by 22.

Cursed Armor. The Cockroach 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. The Cockroach Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.(No action required)

Cursed Strike. When making an Unarmed Strike, the Cockroach Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when it hits a Nat 20. This energy persists until it hits a target or 1 minute has passed.

Curse-Empowered Strikes. The Cockroach Curse’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included).

Cursed Enhanced Body. As long as the Cockroach Curse has 1 cursed energy or more, it may add 4 to its attack and damage rolls with unarmed strikes or weapons it is proficient with (already applied).

Cursed Energy Reinforcement.

  • When the Cockroach Curse makes a Strength, Dexterity or Constitution ability check, it may add its Charisma modifier to it.
  • When calculating its jump distance and height, it may add its Charisma score when calculating distance and modifier when calculating height. Additionally its jump distance and height are doubled.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Cockroach Curse can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 4. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 45 ft.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 9 rounds.

Shikigami Battle Master. While the Cockroach Curse is within 10 ft. of one of its shikigami, it may give itself or one of its shikigami advantage on an attack. If it or any of its shikigami attack that same target during this turn it will also gain advantage on those attacks as well.

Chanting Shikigami. The Cockroach Curse may now use Chanting in combination with its shikigami. When chanting and using its shikigami, they will gain the following bonuses.

  • The fly speed of the shikigami doubles
  • The damage dice of the goop doubles
  • The range of the goop explosion increases to within 10ft

Empowered Shikigami. Whenever the Cockroach Curse summons a Nutshell Shikigami, their Strength, Dexterity and Constitution scores increase by 8 and their flying speed increases by 80 feet.

Additionally, the Nutshell Shikigami now has a more potent goop contained in its nutshell-like pouch. The Dexterity saving throw is transformed into a Constitution saving throw, the goop now does 108 (24d8) Acid damage when the shikigami is killed alongside blinding them. In addition, the save DC to not be affected by the goop is increased by 16. Whenever a creature fails the first Constitution saving throw, they must also make a second Constitution saving throw. If they fail, they receive Second Degree Burns.

50 Meters In 3 Seconds! The Cockroach Curse has two reactions per round.

Untraceable Speed(8/round). Whenever the Cockroach Curse takes a reaction, it may move up to 100 feet as a part of the reaction. This movement cannot be used to exit domains.

Strong Body. The Cockroach Curse reduces all non-magic damage it takes but psychic by 8. This also affects magical damage if it is using cursed armor.

Acrobatic Fighter. Whenever the Cockroach Curse makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, it may use it to leverage a powerful attack against its opponent, dealing an additional damage die of its unarmed strike on a hit. If there are not any solid surfaces, the Cockroach Curse may use half of its movement speed to drop to the ground on his hands, extending its legs up and making a powerful kick. Also, once per turn, whenever the Cockroach Curse falls onto a creature, it can make a DC 10 Acrobatics check. On a success, it may make one unarmed strike against that creature.

Taijutsu Sorcery. Once per turn, the Cockroach Curse can make an unarmed strike with advantage. If it already had advantage on an unarmed strike, it raises the critical hit range for the attack by 1.

Cursed Weapon Wielder. If the Cockroach Curse rolls a natural 20 on the attack roll for a Cursed Tool, it can make one additional weapon attack with advantage as apart of its attack using the same Cursed Tool that it scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if it would score a natural 20 on the attack roll for the attack.

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

ACTIONS

Multiattack. The Cockroach Curse makes three attacks. This increases by one attack up to a maximum of six attacks with the Festering Life Sword for every Festering Life Sword the curse is wielding.

Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d12+8) bludgeoning damage + 17 (2d12+4) Necrotic damage.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d12+8) piecing damage + 17 (2d12+4) Necrotic damage.

The target must also make a DC 21 Strength saving throw or become grappled. They have disadvantage on breaking grapples with the Cockroach Curse while grappled this way. It may only have one creature grappled this way at a time.

Festering Life Sword Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 19 (1d12+12) slashing damage plus 32 (2d6+12+2d12) necrotic damage.

This attack has its critical hit range increased by 1.

In addition, the Cockroach Curse can launch an egg into someone as a part of an attack. Doing this deals an extra 27 (6d8) necrotic damage as the hatches out of the target and creates a Larva. Leaving this larva alone for 1 full turn gives it time to evolve into a Nutshell Shikigami. To prevent this evolution, the target must kill the larva. There are 6 eggs in each sword. It can spend 8 cursed energy to refill all 6 eggs in one sword.

Spit Goop (6 Cursed Energy). The Cockroach Curse spits out a 60-foot cone of the same goop in its Shikigami. Each creature in that area must make a DC 24 Constitution saving throw, taking 216 (48d8) Acid damage and becoming blinded. Whenever a creature fails the first Constitution saving throw, they must also make a second DC 24 Constitution saving throw. If they fail, they receive Second Degree Burns.

The ground where the cone intersected is considered difficult terrain until the end of the Cockroach Curse’s next turn.

Create Cursed Cockroaches (4 Cursed Energy). The Cockroach Curse summons a swarm of cockroaches. The swarm appears within 5 feet of the Cockroach Curse.

Sack Overflow (4 Cursed Energy). For no action required whenever a creature enters the range of a Nutshell Shikigami or the Nutshell Shikigami enters the reach of a creature, the Cockroach Curse can make their sacks explode, killing them instantly but causing the normal effects. When the explosion is caused this way, the range is increased to 10 feet.

Devouring Swarm (2-12 Cursed Energy). While the Cockroach Curse has at least two swarm of cockroaches within 5 feet of each other, it may spend up to 12 cursed energy to combine them together into a Devouring Swarm. For each swarm added, the Devouring Swarm adds its hit dice again and can do another bite attack. For example, a Devouring Swarm with three swarms added would have 30 hit dice and could make three bite attacks. Additionally, every two swarms added increases the size category of the Devouring Swarm.

If the Devouring Swarm is large sized or larger, then the Cockroach Curse may stand and ride on top of it.

Domain Expansion: Death Festering Hive (30 Cursed Energy). The Cockroach Curse opens its Domain Expansion.

BONUS ACTIONS

Taijutsu Sorcery. Whenever the Cockroach Curse uses the Attack action with an unarmed strike or martial weapon on its turn, it can make one unarmed strike, Life Fettering Sword attack, bite attack, shove, or grapple as a bonus action.

Cursed Blast of Blows. After the Cockroach Curse uses the Attack action, it can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. The Cockroach Curse can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn.

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

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

Cursed Weapon Enhancement. As a bonus action, the Cockroach Curse can spend up to 6 Cursed Energy to add to its melee weapon damage rolls for 1 minute. Whenever it hits a target with its weapon, the target takes extra 12 Necrotic Damage.

Earthen Insect Trance (1 Cursed Energy). As a bonus action for 1 cursed energy, the Cockroach Curse may summon up to 2 Nutshell Shikigami within 5ft of itself.

The Cockroach Curse cannot have more Nutshell Shikigami than 9 at once.

Create Life Festering Sword (16 Cursed Energy). As a bonus action, the Cockroach Curse can create a Festering Life Sword in an unoccupied hand. It may only wield four Festering Life Swords at a time, one in each hand it has.

REACTIONS

Cursed Enhanced Body. Whenever the Cockroach 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. The Cockroach Curse has an additional reaction dedicated to this feature.

Human Wall (8/long rest). Upon hitting 0 hit points, the Cockroach Curse can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

Advanced Regeneration. As a Reaction to suffering damage, the Cockroach Curse uses his Advanced Regeneration.

Taijutsu Sorcery. After taking the Attack Action on its turn, the Cockroach Curse may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against it, it may make 1 Melee attack against a creature within range.

LEGENDARY ACTIONS

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

Festering Life Sword. The Cockroach Curse makes one attack with its Festering Life Sword.

Regenerate. The Cockroach Curse uses Advanced Regeneration.

Create cursed cockroaches The Cockroach Curse uses Create Cursed Cockroaches.

'Spit Goop (2 Actions) The Cockroach Curse uses Spit Goop.

Domain Expansion (3 Actions). The Cockroach Curse uses its Domain Expansion.

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The Cockroach Curse without any Life Festering Swords[[1]]
Chanting

The Cockroach Curse is capable of making recitations of chanting with its cursed technique.

The Cockroach Curse may choose one of its Innate Technique features and recite one of its chants as an Action. The next time it uses that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of its choice:

  • Its technique will ignore resistances and treat immunities as resistances.
  • It may double the original Range, Width, or Radius of its Technique.
  • It may triple the original Range, Width, or Radius of its Technique. (It must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. It also raises the DC by its proficiency bonus for that saving throw.
  • If its Innate Technique feature has it make an attack roll, it gains advantage on that attack roll and may add its proficiency bonus to that roll an extra time.
  • The cost of its Innate Technique feature is halved.
  • Its Innate Technique will ignore all forms of cover.
  • Its Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced it will gain an extra Reaction specifically for that feature. (It must be Complex Chanting in order to apply this bonus)
  • The duration of its Innate Technique feature is doubled.
  • The duration of its Innate Technique feature is tripled. (It must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (It must be Complex Chanting in order to apply this bonus).
  • The cost of its Innate Technique feature is reduced to ¼. (It must be Complex Chanting in order to apply this bonus)(It must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If its Innate Technique feature would force its opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (It must be Complex Chanting in order to apply this bonus).
  • If its Innate Technique feature would have it make an Attack roll, it may roll 3 dice instead of 1 and take the highest result for the roll. (It must be Complex Chanting in order to apply this bonus).

Every subsequent turn it spends its Action chanting the technique it will gain another two bonuses of its choice. The chanted technique may only have a number of bonuses applied to it equal to 7. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round it spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage).

Rather than using an action, it can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Full Round Action. When Chanting in this manner it may add four bonuses from the above list to the chanted technique, and every subsequent turn it spends a Full Round Action chanting the technique in this way it will gain four more bonuses of its choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round it spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage).

While Chanting or Complex Chanting it must maintain concentration as if maintaining concentration on a spell.

If its Innate Technique feature that benefits from Chanting allows it to make more than one attack roll or forces a target to make more than one save or has multiple ranges, it may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique it would have to add that bonus to that part as well). It cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. It cannot apply the benefits of Chanting towards a Domain Expansion.

Domain Expansion: Festering Death Hive

The Cockroach Curse manifests a labyrinthine network of tunnels, infested by cockroaches everywhere. The Cockroach Curse can manipulate the cockroaches here, and at the start of an enemy creature's turn in this domain, it can make four attack rolls against the target as if attacked by a swarm of cockroaches. Additionally, whenever a creature makes a Constitution saving throw to avoid the goop from a Nutshell Shikigami, they automatically fail against it due to this being the sure hit effect of this domain. The Cockroach Curse may also use Earthen Insect Trance at the begin of its turn with no action required. The present of the hive drives the drives all cockroaches in the domain into a frenzy, all swarm of cockroaches receive advantage to the next five attack rolls they make, and that counts for each swarm of cockroaches.

Refiniment Points

The Cockroach Curse's domain refinement points are 400.

Domain Durability. Its domain has 1000 hit points.

Technique Efficiency. While inside of its Domain, the Cockroach Curse may use Earthen Insect Trance and Sack Overflow for 0 Cursed Energy.

Increased Potency. While inside its domain, the Cockroach Curse's cursed techniques deal 8 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit.

Curse Biology Traits

When a feature refers to the Cockroach Curse's curse biology, it refers to Parthenogenesis, Create Cursed Cockroaches, Create Life Festering Sword, and Devouring Swarm.

Cursed Technique

When a feature refers to the Cockroach Curse's cursed technique, it refers to Chanting Shikigami, Empowered Shikigami, Earthen Insect Trance, Sack Overflow, and Spit Goop.

Feats

Special Grade Curse Spirit.

Athlete History, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Resilient, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Taijutsu Sorcery, Shikigami Battle Master.

Cursed Weapon Wielder.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Manipulatior (x2), Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Chanting.

Improved Durability.

This creature uses the Improved Durability rule.

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