Samurai Curse (Jujutsu Kaisen Supplement)
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Samurai Curse[edit]
Gargantuan undead (curse spirit), chaotic evil Armor Class 24 (natural armor)
Saving Throws Str +14, Dex +14, Con +12 Invisible force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see The Samurai 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 it. Cursed Energy. The curse has 105 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Advanced Regeneration. The curse can spend as much cursed energy as it wants to regain 10 hitpoints per cursed energy spent. Improved Cursed Energy Recovery. The curse regains 2 cursed energy at the beginning of each of its turns. Evasion/Endurance. Whenever The Samurai Curse makes a Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Attacks. The curse's attacks are considered magical Reactive. The Samurai Curse has 4 reactions which it can use for the following features: Regeneration, parry, cursed energy armour, simple domain and counter, Batto Sword Drawing, Domain Weakness Perception. Famous Name. The cursed spirit is based on a real world fear, so people's fear for him is far greater than to other normal curses. Whenever the Samurai curse rolls initiative, he may force every hostile creature that can see him to make a DC 22 Wisdom saving throw. On a failure, they are frightened 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. The Samurai Curse may use this feature as much as their Charisma modifier(minimum 1). Sadism. The Samurai Curse has immense sadism when beating their opponents. Whenever he deals damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to the cursed spirit. These temporary hit points cannot go above 100. Cursed Nature. The samurai curse is a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. He is vulnerable against radiant damage. Human Wall. The curse has advantage on all Constitution saving throws. Colossal Physique. The curse can add it's proficiency bonus to all Strength checks even if it was already adding it before, The Samurai Curse may also give himself advantage on a Strength check or saving throw up to 8 times per long rest. New Shadow Style Master. The Samurai Curse is master of simple domain and as such has increased the maximum refinement of his domain to 130. Cursed Strikes. When the Samurai curse makes an unarmed strike, he may spend up to 6 cursed energy, dealing an additional 1d8 necrotic damage per point spent. Cursed Weapon Wielder Any attacks the Samurai Curse makes with his Katana has its critical hit range increased by 1. In the event Samurai Curse rolls a nat 20 on a katana attack roll he makes another attack with the same weapon with advantage, this attack counts as a part of the same action of the original strike. ACTIONSMultiattack The Samurai Curse can make 3 Cursed Katana Strikes but may substitute any three of these with a Grab, Quick Draw, Cursed Energy Slash, Lightning infused Katana Slash or Lightning Storm attack. Unarmed Strike. Melee Weapon Attack +14 to hit, reach 5ft, one target. hit: 21(3d8 + 8) bludgeoning damage. In the case The Samurai Curse's blade is broken while in his base form he will resort to unarmed strikes. Cursed Katana Strike. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 46 (7d10 + 8) Slashing damage. On hit the targeted creature must make a DC 22 Strength save or be knocked prone Grab. As an action The Samurai Curse can attempt to grab up to two medium creatures (if they are within 5 feet of each other) or 1 large creature up to a range of 20ft . The targeted creature(s) must make a DC 22 Dexterity saving throw or be grabbed on failure, on success they avoid the grab entirely. At the end of The Samurai Curse's turn any creature grabbed will make a DC 22 Strength saving throw else take 46 (7d10 + 8) bludgeoning damage and gain +1 exhaustion on failure and take half damage and no exhaustion on success. At the beginning of their turns creatures currently grabbed can either make a Strength check against The Samurai Curse escaping on success (The Samurai Curse's hand counts as large for the sake of Strength competitions). The other option is to use only melee attacks against the hand of The Samurai Curse, The Samurai Curse's hand has 250 health and an armour class of 20. When The Samurai Curse's hand is reduced by 1/4 of it's maximum health they will drop any creatures in their hand. Quick Draw As an action The Samurai Curse may dash towards any creature within 50ft of himself and draw his katana creating an upwards slash. A creature targeted by this attack must make a DC 22 Dexterity saving throw or take 7d10 + 1d8 per 10ft moved before the katana strike and be launched 50ft into the air. On Success the creature dodges the attack and takes no damage. Due to the speed of this attack the first time it is used in a battle it gives the targeted creature disadvantage on the saving throw and ignores the evasive ability. Cursed Energy Slash The Samurai Curse imbues cursed energy into his Katana and makes a horizontal energy slash. He can use up to 8 cursed energy to add 1d10 of damage per cursed energy spent to the damage of his katana strike. When the maximum amount of cursed energy is used for this feature it creates a 30ft wide energy slash that travels 120ft that deals double damage to structures. A creature that comes into contact with this slash must make a DC 22 Dexterity saving throw or take 90 (15d10+8) damage and half on success. Lightning Infused Katana Slash (20 Cursed Energy). The Samurai Curse leaps into the air and lengthens the blade of his sword and horizontally strikes across the battlefield. All creatures within a 40ft cone must make a DC 22 Dexterity save or take 25d12 damage and be stunned until the end of their next turn on failure, on success you take half damage and are not stunned. Hostile creatures with a bladed weapon may also opt to make a DC 30 Athletics check to channel the lightning of the attack and send it back at The Samurai Curse. On success the creature takes 1/4 of the damage and inflicts 25d12 damage on The Samurai Curse and stuns him until the end of his next turn, this stun overcomes immunity, if any creature is within this 40ft cone and is behind a creature that succeeded the DC 30 check they don't take any damage. On failure the creature takes 30d12 and is paralyzed for 2 turns. Lightning Storm (15 Cursed Energy) The Samurai Curse channels lightning through his sword and casts it into the clouds, this results in 3 30ft radius lightning strikes striking any hostile creatures within 150ft of his choice. If a creature is attacked it must make a DC 22 Constitution saving throw or take 12d12 lightning damage and be stunned until the end of their next turn. On success they take half damage and are not stunned. BONUS ACTIONSTechnique Observation(5 Cursed Energy). The curse spirit can observe one long-range cursed attack in the current or following round, the curse must make a Perception check against the hostile creature's Cursed Energy DC. On success this reduces the DC to parry that attack by 3, stacking if used on the same technique to a minimum of 15. The cursed spirit will prioritise the most damaging attack of the round. If The Samurai Curse is inside a domain then observing it will always take priority, every time this observation is used on a domain the dc to find the weak spot is lowered by 3 permanently. After 8 rounds The Samurai Curse will be able to deal double damage to domain barriers permanently. Roundhouse Kick If a hostile creature that cannot float or fly is in the air within 50 ft of The Samurai Curse he can make an unarmed strike in the form of a roundhouse kick sending the hostile creature up to 200ft away unless they hit an object. This attack has advantage as the creature is unable to dodge mid air. The attack deals 4d8 and The Samurai Curse may add up to 8 cursed energy to the strike, adding 1d8 damage per ce used, after rolling no matter the result on hit. If the creature hits an object, it takes 1d12 damage for each 10 ft of movement left before impact. Cursed Weapon Enhancement The Samurai Curse can spend up to 8 Cursed Energy to enhance his weapon for 1 minute. While this is active, any damage dealt with weapons will increase by 4 per Cursed Energy spent on this feature. The range of his attacks with this weapon increases by 10 ft. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses its Regeneration. Counter. If a creature misses a melee attack on the curse by 5 or more then The Samurai Curse may make a sword strike as a reaction. Cursed Energy Armor. The Samurai Curse can spend up to 6 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). The Samurai Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Parry In response to being the target of a ranged attack The Samurai Curse can choose to attempt to parry with his Katana. The Samurai Curse must make a Dexterity saving throw against the hostile creature's cursed energy save dc + (the maximum possible damage of the attack)/30. If The Samurai Curse makes the dc he takes half the damage from the attack and the same damage is applied to his blade. If he succeeds the dc by 5 or more he perfect parries meaning both he and his katana take 0 damage. If the katana reaches 0 hit points as a result of an attack then the remaining damage is transferred to The Samurai Curse. If he fails the dc then only he takes the full damage of the attack. New Shadow Style: Simple Domain(5 Cursed Energy). The Samurai Curse surrounds himself with a 30 ft. simple domain barrier for 1 minute. The circle has 600 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with their simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, The Samurai Curse must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other creatures inside the area, as it only affects the barrier. His simple domain has a damage threshold of 150. If the simple domain takes more damage than this threshold, the damage over said threshold hurts The Samurai Curse. However, it is dampened so he only takes 1/8 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain. The Samurai Curse's refinement for his simple domain is 100. Batto Sword Drawing. As a reaction to a hostile creature entering The Samurai Curse's simple domain's range while he is wielding his katana, he covers his weapon with cursed energy and make one attack roll with advantage against the hostile creature that entered his simple domain. On a hit, the attack is considered a critical hit and deals his weapon's damage and an additional necrotic damage equal to the weapon's damage dice, and their movement speed is reduced to 0 until the end of their next turn. Domain Weakness Perception When a domain is expanded on The Samurai Curse or if The Samurai Curse is currently trapped in a domain he can use this ability to locate the weak spot of a domain by succeeding a dc 30 perception check. On success he finds the weakspot on failure he doesn't. Every Time he uses technique observation on the domain the dc is reduced by 3. This reaction may be used twice per round. Human Wall (7/Long Rest) When The Samurai Curse be reduced to 0 hit points, he may instead fall to (1d10 + 10) hit points instead LEGENDARY ACTIONSThe 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. Regeneration. The curse uses its Regeneration feature. Evasive Strike. The Samurai Curse moves up to 50ft and makes a katana strike on a creature of it's choosing |
Samurai's Katana His katana is a 30ft long monstrosity of metal and has 300 hit points, upon reaching 0 hitpoints the blade is destroyed and The Samurai Curse loses access to all attacks using the katana and can no longer parry.
Basic Barrier, NS Simple domain, Vowless Simple Domain (130 ref) Immense cursed energy, Overflowing Cursed Energy, Dense Cursed Energy improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output
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