Sickle Weasel Curse (Jujutsu Kaisen Supplement)

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Sickle Weasel Curse[edit]

Large undead (curse spirit), chaotic evil


Armor Class 15 (natural armor)
Hit Points 120 (16d10 + 32)
Speed 75ft, 40ft Crawling


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 11 (+0)

Saving Throws Str +6, Dex +5
Skills Acrobatics +5, Athletics +6, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Slashing, Psychic
Senses passive Perception12
Languages
Challenge 8 (3,900 XP)


Cursed Energy. The curse has 36 cursed energy that it can use to fuel its abilities. All of its 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 its turns.

Invisible Force. The curse is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. However, if these creatures were in a life-and-death situation(less than half their maximum hit points), they gained the ability to see it.

Cursed Attack. The curse's attacks are considered magical.

Savage Attacks. The curse deals one additional damage die whenever it scores a critical with a natural weapon or unarmed strike.

Colossal Physique

  • Counts as two sizes larger for grappling, shoving, disarming, and carrying capacity.
  • Adds proficiency bonus to all Strength checks.
  • Strength-based attacks deal double damage to objects and structures.
  • Once per turn, after a successful melee attack, can force a creature hit to make a DC13 Strength saving throw. On failure, they are knocked back 70ft. If they collide with an object or another creature, they take 4 (1d6) bludgeoning damage for every 10ft traveled or half the damage roll for another creature. Critical hits cause the automatic failure of the saving throw and double knockback.
  • Can give advantage on Strength checks or saving throws 2 times per long rest.

Athlete History The curse unarmed strike will have its damage dice increase two tiers.

Strong Body The curse will now add its Constitution modifier twice when calculating hit points gained per level. The curse will reduce all damage it takes but psychic or thunder by its Constitution modifier. Attacks using Cursed Energy or magic can bypass this.

Forced By Wind Whenever an attack action where the curse uses more than 3 cursed energy, a slash of wind will also be created, the slash will target the same creature, and the creature makes a Dexterity saving throw to not be hit by the blade. if they fail the target takes 9 (2d8) slashing damage.

ACTIONS

Multiattack the curse makes two Feral Slices and can choose to switch one out with a Dual Strike.

Feral Slice. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 6) slashing damage.

Dual Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 3) piercing damage.

Wind Cutter(2 Cursed Energy). Ranged Weapon Attack: +4 to hit, range 25 ft., one target. Hit: 21 (6d4 + 8) slashing damage.

Tree High Blade Fall (5 Cursed Energy). Ranged Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 29 (6d6 + 8) slashing damage.

Demon Cutter(3 Cursed Energy). The curse runs towards the target spinning its blades around in a circle. The curse may move up to half its movement speed rounded down. Upon stopping all creatures in a 5ft radius around the Sickle Weasel Curse will be in danger, every creature in the radius will need to make a Dexterity Acrobatics or Athletics check, for every creature that rolls lower then the curse, takes three Feral Slices in damage.

Hyper Edge(1-5 Cursed Energy). The curse targets up to two creatures that are less than 20ft apart. Then jumps and creates a fast slash that can cut through the thickest of trees. Upon arrival of the targets, the slash splits in two. The target makes a DC13 Dexterity saving throw. If they fail they take 2d6+4 slashing damage per cursed energy spent, if they succeed they take half.

BONUS ACTIONS

Dual Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 3) piercing damage.

Leaves Of Focus The curse spirit climbs up a tree and then focuses on the next strike it will become harder to dodge. the curse uses all movement speed at will stay in the tree until the next turn. It will fail all Wisdom and Intelligence saving throws. On the next attack, the creature makes after Leaves Of Focus is done. will have a +4 to hit, if it is a Dexterity saving throw the DC will increase with 3. And if it is an ability check, it will gain +3 to the check.

Regeneration. The curse can spend up to 4 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses its Regeneration.

Wind Step Upon a ranged or melee attack targets the curse, the curse will then be able to use Wind Step. The curse will then gain +1 Ac and will gain advantage on Dexterity saving throws.

The Sickle Weasel curse is a fast and agile curse that uses the trees in forests to move around. This curse feeds on people's fear of heights, dense forests, and sounds. This curse sneaks around and uses its blade-like hands and tail to grapple and slice targets up.

Not Canon. The Sickle Weasel 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 the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

Feat's' This is the Sickle Weasel Curse feats

Regeneration, Athlete History, Colossal Physique

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