Scorpion Curse (Jujutsu Kaisen Supplement)
Scorpion Curse[edit]
Huge undead (cursed spirit), chaotic evil Armor Class 21 (natural armor)
Saving Throws Str +12, Dex +9, Con +10, Cha +9 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). ACTIONSMultiattack. 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 ACTIONSRegeneration. 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. REACTIONSRegeneration. 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.
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. |
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