Sezaru Cursed Spirit (Jujutsu Kaisen Supplement)

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Sezaru Curse (WIP)[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 21 (natural armor)
Hit Points 318 (30d8 + 183)
Speed 60 ft., 60 ft. climb


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Dex +10, Cha +9
Skills Perception +9, Stealth +10
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 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 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.

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.

for every one of them.

REACTIONS

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

image-2024-11-04-183407389.png

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.


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.

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