Rose Curse (Jujutsu Kaisen Supplement)
Witching Curse: Gertrude[edit]
Gargantuan undead (Cursed Spirit), chaotic evil Armor Class 24 (natural armor)
Saving Throws Str +13, Con +13, Cha +14 Cursed Energy. The curse has 133 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. The curse regains 4 cursed energy at the beginning of each of its turns. Evasion/Endurance. Whenever the curse makes a Dexterity or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Invisible Force. The 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 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 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 curse rolls initiative, they may force every hostile creature that can see them to make a DC 24 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 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. Strengthen Wings. Whenever the 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 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 curse receives is reduced by 22. Cursed Armor. The 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 curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.(No action required) Curse-Empowered Strikes. The 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 Energy Reinforcement.
Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the 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:
Legendary Resistance (3/Day). If the curse fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The curse makes three attacks. Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d12+8) bludgeoning damage + 14 (2d12+3) Necrotic damage. If the curse has 0 Cursed Energy, it instead has a +14 to hit and the Necrotic damage decreases to 11 (2d12). Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d12+8) piecing damage + 14 (2d12+3) Necrotic damage. If the curse has 0 Cursed Energy, it instead has a +14 to hit and the Necrotic damage decreases to 11 (2d12). BONUS ACTIONSTaijutsu Sorcery. Whenever the 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 curse uses the Attack action, it can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. The curse can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. The curse can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on it's turn, and it's jump distance is doubled until the end of his turn. Advanced Regeneration. The 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 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. REACTIONSCursed Enhanced Body. Whenever the 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 curse has an additional reaction dedicated to this feature. Human Wall (8/long rest). Upon hitting 0 hit points, the 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 curse uses his Advanced Regeneration. Taijutsu Sorcery. After taking the Attack Action on its turn, the 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 ACTIONSThe Gertrude 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 Gertrude regains spent legendary actions at the start of its turn. Regenerate. The curse uses Advanced Regeneration. |
Domain Expansion: Festering Death HiveDesign Note: This sheet is being calculated as if Kurourushi doesn’t have a domain expansion, as in line with canon. However, if a DM wishes to increase the difficulty of an encounter, feel free to use this noncanon domain expansion. Kurourushi manifests a labyrinthine network of tunnels, infested by cockroaches everywhere. Kurourushi 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. Kurourushi 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.
Kurourushi's domain refinement points are 400. Domain Durability. Its domain has 1000 hit points. Technique Efficiency. While inside of its Domain, Kurourushi may use Earthen Insect Trance and Sack Overflow for 0 Cursed Energy. Increased Potency. While inside its domain, Kurourushi's cursed techniques deal 8 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit.
When a feature refers to Kurourushi's curse biology, it refers to Parthenogenesis, Create Cursed Cockroaches, and Devouring Swarm.
When a feature refers to Kurourushi's cursed technique, it refers to Chanting Shikigami, Empowered Shikigami, Earthen Insect Trance, and Sack Overflow.
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. Immense Cursed Energy, Overflowing Cursed Energy. Cursed Energy Manipulatior, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Chanting. Improved Durability. This creature uses the Improved Durability rule. Not Canon. The Rose 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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