Scorpion Curse (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Scorpion Curse[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 21 (natural armor)
Hit Points 588 (36d12 + 360)
Speed 60 ft., 60 ft. climb, 30 ft. burrow


STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Str +12, Dex +9, Con +10, Cha +9
Skills Intimidation +9, Perception +6, Stealth +9
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances psychic, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages
Challenge 15 (13,000 XP)


Cursed Energy. The curse has 68 cursed energy that it can use to fuel it's abilities. All of it's 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 it's turns.

Invisible Force. 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 it.

Cursed Weapons. The curse's weapon attacks are considered magical.

Lethal Poison. Every time the curse inflicts the poisoned condition on a creature with any of it's features, that creature is also envenomed (Major).

ACTIONS

Multiattack. The curse makes three attacks: two with it's Claws and one with its Sting. The curse may replace any number of these attacks with Tail Spike.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 7) slashing damage.

Sting. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw (in which they have disadvantage) or take additional 15 (5d6) poison damage and become poisoned for 1 minute. A creature poisoned may repeat the saving throw at the end of its turns, ending the effect on a success.

Tail Spike. Ranged Weapon Attack: +9 to hit, range 100/200 ft, one target. Hit: 16 (3d8 + 4) piercing damage and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. A creature poisoned may repeat the saving throw at the end of its turns, ending the effect on a success.

BONUS ACTIONS

Regeneration. The curse can spend up to 9 Cursed Energy, regaining hit points equal to 15 times the amount spent.

Adaptive Camouflage (1 Cursed Energy). The curse changes the colors and patterns of it's body to blend with it's environment. For the next 10 minutes, the curse has advantage on Dexterity (Stealth) checks.

Scorpion Summon (1 Cursed Energy). The curse can summon a Minor Scorpion Curse. It acts on the same turn as the Scorpion Curse and is controlled telephatically by it. The Scorpion Curse can have up to 5 Minor Scorpion Curses summoned at the same time, and it can summon as many as it wishes as part of the same action, spending energy for every one of them.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses it's Regeneration.

Master Poisoner. Whenever the curse uses a feature that would apply the poisoned or envenomed conditions, it may spend Cursed Energy to apply a special type of poison as shown below. These effects last for the same duration of the condition that they were added to. Whenever a creature is envenomed like this, it's severity will be Very Major.

  • Exhausting. For 2 cursed energy, the poison attacks the target's respiratory and cardiovascular systems, giving it 1 level of exhaustion. This can stack up to 3 levels, and the duration is reset after each stack.
  • Swelling. For 3 cursed energy, one the target's limbs will swell intensively, and be considered wounded. The affected limb is the same one the curse targeted, or if it didn't target any a random one will be affected at the DM's choice.
  • Disorienting. For 4 cursed energy, the target will start hallucinating, as it starts to see it's surroundings as if it was in a vast and empty desert.
  • Intense Pain. For 5 cursed energy, the target will feel immense pain, being incapacitated.
  • Paralyzing. For 6 cursed energy, the target's nervous system will be targeted, rendering the creature paralyzed.
  • Maddening. For 8 cursed energy, the target has it's mind affected, being Berserk.
  • Energy Eater. For 10 cursed energy, the target will receive 1d10 poison damage for every 5 cursed energy they currently have. Additionally, the target loses cursed energy equal to the amount of damage dice taken.


Feats. The curse has the following feats: Regeneration, Advanced Regeneration, Strong Body, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Biology, Cursed Energy Concealer, Cursed Energy Tracker, Improved Cursed Energy Output

Not Canon. The scorpion 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.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png