Ruler Curse (Jujutsu Kaisen Supplement)

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Pharaoh[edit]

large undead (Curse spirit), lawfull evil


Armor Class 18 (natural armor, Pharaoh's Coffin)
Hit Points
Speed 50ft


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 26 (+8) 12 (+1) 16 (+3) 26 (+8)

Saving Throws Dex +10, Wis +10, Cha +15
Skills Arcana +8, Intimidation +22, Perception +10, Stealth +17
Damage Vulnerabilities Radiant, Cold
Damage Resistances Magical Blugdeoning
Damage Immunities Poison, Slashing, Piercing and Bludgeoning damage from Nonmagical attacks.
Condition Immunities poisoned, charmed, frightened
Senses passive Perception 29
Languages
Challenge 24 (62,000 XP)


Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Itami. 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.

Improved Cursed Energy Recovery. Pharaoh gains 10 Cursed Energy at the beginning of each of his turns.

Cursed Energy. Pharaoh has 134 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest.

Sadism. Whenever Pharaoh deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 24.

Dunes Of Sand The curse always carrys mass amount of sands with it, 30ft radius of sand can allways be found around the curse. The sand will count as difficult terrain for everything that isn't the curse.

Pharaoh's Coffin The curses body is made from decaying skin and bones, the curse found a way to make its skin sand makeing it lighter and protective towards blunt attacks. Aslong as Pharaoh is above 1/2 hitpoints (...), then it gain resistance to magical bludgeoning, it also gain +2 AC and + 30ft movement speed. But also gains a weakness to cold damage. (All this is already accounted for in the sheet). the curse can gain Pharaoh's Coffin back after being destroyed by regaining hitpoints back. Pharaoh's Coffin will try to activate at the start of each of the curses turns, it will fail if the curse still haves under 1/2 of its maximum hitpoints or if it's active, it will also fail if Pharaoh's Coffin was destroyed last turn.

Strong Body Pharaoh reduce all damage it takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this, unless Pharaoh under the effects of cursed energy armor.

Famous Name. Whenever Pharaoh 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.

Golden Mace. When making a melee attack the curse may swith it for the Golden Mace. It is made to hurt and to agitate people, when a creature gets hit by the mace they will need to make a DC 24 Wisdom not to be Berserk until the creature takes damage. The Golden Mace's damage is 22 (4d8+4) Bludgeoning damage + 7 (1d12) necrotic damage. And has reach of 10ft.

Golden Rod When making a melee attack the curse may swith it for the Golden Rod. It's a weapon made for fear, and the rod does its job well. When a creature gets hit by an attack by the rod they will take 36 (5d10+8) Piercing damage + 7 (1d12) necrotic damage. And haves a reach of 15f. If they gets hit they will need to make a DC 20 Strength save, if failed then they will be grappled until they break out of it. If they gets grappled then the grappled target will need to make a DC 24 Wisdom save, if failed then the creature will be frightened for 5 turns.

Cursed Essence The Cursed Essence, with a range of 75 feet, can shape and mold sand. When using its Cursed Technique, the Pharaoh can use the Cursed Essence by spending the cost of the technique an additional time. When using the Cursed Essence, the technique will gain two of the following benefits:

  • The technique will gain an extra 20ft range.
  • The technique may change any Charisma saving throws to Wisdom saving throws.
  • The techniques damage tier will be increased by 2.
  • Cones become lines, and vice versa.
  • The duration of the technique will be increased by 1 turn.

Cursed Disonance. Pharaoh has advantage on saving throws against cursed techniques and other cursed energy effects.

Cursed Weapon Wielder. Any attacks Pharaoh makes with its Golden Mace or Golden Rod has its critical hit range increased by 1. In the event Pharaoh rolls a nat 20 on an Golden Mace or Golden Rod rattack roll it makes another attack with the same weapon with advantage, this attack counts as a part of the same action of the original strike.

Cursed Armor. Pharaoh can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Pharaoh can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Pharaoh 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 5.
  • The feature’s range increases by 40 in feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 8 rounds.

Eyes Of The Supernatural The curse can see in dim light within 160 feet of it as if it were bright light, and in darkness as if it were dim light.

Secondary Arms The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, pick up or set down a Tiny or Small object, or even wield a weapon that doesn't have the heavy property. Due to the increased number of arms, it are proficient in the Athletics skill. If both of these lesser arms are severed, it are no longer considered as proficient in Athletics.

Empowered Frame Pharaoh will count as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it have these secondary arms. If it makes an unarmed strike, 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.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

BONUS ACTIONS

'Cursed Weapon Enhancement (1-8 Cursed Energy). For the next 1 minute whenever Pharaoh hit a target with the weapon, the target will take extra Magcial Bludgeoning damage equal to 2 time of the Cursed Energy spent. Pharaoh can only use this enhancement again after 1 minute has passed.

LEGENDARY ACTIONS

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

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