Roper Curse (Jujutsu Kaisen Supplement)

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Roper Curse[edit]

Large undead (Cursed Spirit), chaotic evil


Armor Class 17 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 7 (-2) 16 (+3) 18 (+4)

Saving Throws Str +8, Con +7, Cha +7
Skills Perception +6, Stealth +7
Damage Vulnerabilities radiant
Damage Resistances Nonmagical slashing, piercing, and bludgeoning, Psychic
Damage Immunities poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., passive Perception 16
Languages
Challenge 8 (3,900 XP)


Cursed Energy. The curse has 27 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of its turns.

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

Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can 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 you.

Undead Nature. The curse doesn't need to eat, drink, or breathe. It doesn’t need to sleep. It has advantage on saving throws against disease and being poisoned.

Hard to Kill (1/long rest). If the curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright.

False Appearance. While the curse remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The curse can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 30 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the curse, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. The curse can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The curse makes six attacks with its tendrils, uses Reel, and makes two attack with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Tendril. Melee Weapon Attack: +8 to hit, reach 100 ft., one creature. Hit: The target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the curse can't use the same tendril on another target.

Reel. The roper pulls each creature grappled by it up to 50 feet straight toward it.

BONUS ACTIONS

Regeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent.

Cunning Action. The curse may take the Hide, Dash, or Disengage action.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses its Regeneration.


Feats

Athletic History, Regeneration.

Improved Durability. This creature uses the Improved Durability rule

Not Canon. The Roper 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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