Sezaru Cursed Spirit (Jujutsu Kaisen Supplement)

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Sezaru Curse[edit]

Medium undead (cursed spirit), chaotic evil


Armor Class 18 (natural armor)
Hit Points 318 (30d8 + 183)
Speed 60 ft., 60 ft. climb


STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Dex +12, Cha +9
Skills Acrobatics +12, Perception +9, Stealth +12
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 19
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 2 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.

A Curse of Three Faces. The Sezaru Curse has 3 faces, one has its eyes stitched closed, the next has its mouth stitched closed and the last has two nail shaped objects embedded in its ears. Depending on which face is currently facing forward an effect will be applied to all hostile creatures in front of it. At the start of a battle the curse may choose any face it wants to have face the hostile creature, then it may choose each round to switch faces, however there must have been at least 2 rounds before it can return to the same face. The first time each of the three faces is used in a battle it inflicts disadvantage on creatures for the saving throw.

See No Evil. When the curse's face with stitched eyes faces forward it imposes a DC20 Constitution saving throw on all hostile creatures within a 60ft cone causing their eyes to be sewn shut on failure causing them to be blinded. On success the creature resists the effect. If a creature is currently blinded as an action at the beginning of their turn they can reattempt the saving throw removing the condition on success. If the curse dies the condition is removed automatically.

Speak No Evil. When the curse's face with a stitched mouth faces forward it imposes a DC20 Constitution saving throw on all hostile creatures within a 60ft cone causing their face to be sewn shut on failure causing them to fail all Charisma checks automatically and they can not communicate or use chants. On success the creature resists the effect. If a creature is currently unable to speak as an action at the beginning of their turn they can reattempt the saving throw removing the condition on success. If the curse dies the condition is removed automatically.

Hear No Evil. When the curse's face with cursed nails in its ears faces forward it imposes a DC20 Constitution saving throw on all hostile creatures within a 60ft cone causing their ears to be sewn shut on failure causing them to be deafened. On success the creature resists the effect. If a creature is currently deafened as an action at the beginning of their turn they can reattempt the saving throw removing the condition on success. If the curse dies the condition is removed automatically.

Face Switch (5 cursed energy). As a free action the curse switches what face is currently outputting its ability.

Sneaky. When the curse makes an attack on a creature that wasn't aware of it the attack damage of its first attack is doubled.

50 Meters In 3 Seconds!. The curse has 2 reactions per round.

ACTIONS

Multiattack. The curse makes three attacks: two with it's Claws and one with its Bite. The curse may replace any number of these attacks with Silenced Evil, Deafened Evil and Blinded Evil.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) slashing damage.

Silenced Evil. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) slashing damage. This attack may only be used if a creature is currently unable to speak and this attack will target the Jaw without penalty.

Deafened Evil. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) slashing damage. This attack may only be used if a creature is currently deafened and this attack will target the Ears without penalty.

Blinded Evil. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) slashing damage. This attack may only be used if a creature is currently blinded and this attack will target the Eyes without penalty.

BONUS ACTIONS

Regeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 15 times the amount spent.

Crafty. The curse takes the Hide action.

Origin of Evil. After removing a creatures ability to speak, hear and see evil the curse now looks towards the origin to destroy it once and for all. As a bonus action on a creature that is mute, blinded and deafened the curse causes a Monkey with a resemblance to the creature it manifested from to form behind the creature from their shadow. This monkey cannot be harmed or removed by any means except for removing any one of the afflictions, as soon as the three afflictions prerequisite is no longer fulfilled the monkey will disappear instantly. On the turn it manifests the monkey will begin to tear into the back of the creature it is linked to dealing 32 (5d10 + 5) necrotic damage. Every turn the Monkey haunts the creature its damage dealt will increase by 27 (5d10). It will attack at the beginning of the curses turn and doesn't need to roll to hit.

REACTIONS

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

Do No Evil (9 cursed energy). As a reaction to being targeted by an attack the curse can choose to interrupt the attack and inflict the stunned condition on the hostile creature until the beginning of its next turn. For every condition (deafened/blinded/Unable to speak) a hostile creature is afflicted with the cost of this reaction is reduced by 3 cursed energy, additionally for every 2 afflictions the curse is causing across a group of creatures the number of additional reactions for this feature increases by 1 (e.g. if 4 creatures were deaf and blind it would have 4 additional reactions).

image-2024-11-04-183407389.png
The Sezaru curse under the control of a Cursed Spirit Manipulation user


Feats. The curse has the following feats: Regeneration, Advanced Regeneration, Strong Body, 50 Meters In 3 Seconds, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Biology, Cursed Energy Concealer,

Not Canon. The Sezaru 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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