Siren Head Curse (Jujutsu Kaisen Supplement)
Siren Head Curse[edit]
Huge undead (Cursed Spirit), chaotic evil Armor Class 22 (Unarmored Defense)
Saving Throws Str +14, Cha +10 Cursed Energy. The Siren Head Curse has 93 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 Strike (1-6 Cursed Energy). The Siren Head Curse can, when making an unarmed strike, add 1d12 necrotic damage to its attack per Cursed Energy spent. It can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until it hits a target or until 1 minute passes. Cursed Armor (1-6 Cursed Energy). The Siren Head Curse can give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Siren Head Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Curse-Empowered Strikes. The Siren Head Curse deals an additional 6 (1d12) necrotic damage whenever it attacks with an unarmed strike (already included). Additionally, its attacks are considered magical. Cursed Energy Recovery. The Siren Head Curse gains 1 Cursed Energy at the beginning of each of its turns in combat. This combat must be one where its life is at risk. False Appearance. The Siren Head curse looks indistinguishably like a normal tree as long as it stays still, and it is visible to non-sorcerers when in this state. Brawn. Whenever the Siren Head Curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success. Peak of Might. Whenever the Siren Head Curse hits a critical hit with a melee weapon attack that uses Strength it may shove or grapple the creature. Undead Nature. The Siren Head Curse doesn’t need to eat, drink, breathe, or sleep. Hard to Kill (2/long rest). If the Siren Head Curse is reduced to 0 hit points but not killed outright, it can choose to drop to 1 hit point instead and is considered stable. Invisible Force. Creatures without levels in the Jujutsu Sorcerer or Heavenly Restriction class or who cannot see into the ethereal plane cannot see the Siren Head 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. Famous Name. Whenever the Siren Head Curse rolls initiative, it may force every hostile creature that can see it to make a DC 18 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Your Fears Become Real. Whenever the Siren Head Curse rolls a skill check related to sirens, it does so with advantage. Sadism. Whenever the Siren Head Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 20. Improved Body Functions. The Siren Head Curse reduces all radiant damage it receives by 16 (to a minimum of 1). Sound Distortion. The Siren Head Curse may distort the sound it makes to mimic a creature's sound, a person's voice or any other sound it wishes as long as it has a relation to it. It can trick a creature within a mile of it to hear this noise, with a Deception check of the curse contested by an Insight check made by the target. On a failure, it hears the sound exactly like it was real. On a success, it can distinguish that there is something off from it, but doesn't necessarily discovers the Siren Head Curse involvement or location. Shapeshift. The Siren Head curse may change it's False Appearance appearance to that of a light post, a siren post or anything similar. Fearsome Appearance. The Siren Head Curse gains advantage on all checks and saves to resist the Frightened condition. Devilish Form. The Siren Head Curse cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw. Superior Musculature. The Siren Head Curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally, its jump distance is doubled, and it have advantage on Strength (Athletics) checks made to jump or climb. Elongated Limbs. The Siren Head Curse melee weapon attacks gain an additional 5 feet of reach (already included). Advanced Elongated Limbs. The Siren Head Curse melee weapon attacks gain an additional 10 feet of reach (for a total of 15 feet which is already included). Additionally, it has advantage on checks to grapple and can grapple creatures up to 10 feet away from it and it can use items, open doors, and pick up or set down objects up to 10 feet away without leaving its current position. Cursed Enhanced Body. As long as the Siren Head Curse has 1 cursed energy or more, it may add 2 to its attack and damage rolls with unarmed strikes or weapons it's proficient with (already applied). Strong Body. The Siren Head Curse will reduce all damage it takes but psychic or thunder by 7. Attacks using Cursed Energy or magic can bypass this unless it uses Cursed Armor. Human Wall. The Siren Head Curse gain the following benefits to it's vitality:
Slam Master. The Siren Head Curse gain the following slams:
Cursed Martial Artist. The Siren Head Curse receives the following benefits:
As a reaction to when a creature fails a melee attack roll against it, the Siren Head Curse can make one unarmed strike against them. On a successful hit, it may add your Charisma modifier (A minimum of +1) to the damage roll. Colossal Physique. The Siren Head Curse physique is far larger than average, granting it the following bonuses:
ACTIONSMultiattack. The Siren Head Curse can make 3 attacks with its Unarmed Strike, or two Unarmed Strikes and one Siren Blast. Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) bludgeoning and 6 (1d12) necrotic damage. Instead of dealing damage, the Siren Head Curse may make a contested Athletics check with advantage against the target's Athletics or Acrobatics, making them grappled if the Siren Head Curse roll is higher. Siren Blast. (1-8 Cursed Energy) The Siren Head Curse fires a wave of distorted sounds which resemble human voices at a creature it can see within 40 feet. The target must roll a DC 18 Constitution saving throw. On a failure, the target takes 11 (2d10) thunder damage per CE spent and is deafened until it's next turn. On a success, the target takes half damage and isn't deafened. Cries of Help. (6 Cursed Energy) The Siren Head Curse lets out a sound of a crying human, which all creatures within a mile of it can hear. All those who hear the cry must roll a DC 18 Wisdom saving throw. On a failure, it is motivated to move towards the source of the sound, is charmed by the Siren Head Curse for 1 minute and cannot see its curse form, only being able to perceive it after taking damage from the Siren Head Curse. While a creature is charmed, the Siren Head curse may use its Horrible End attack against it. On a success, the creature isn't affected. Horrible End. (8 Cursed Energy) Targeting a creature that is charmed by Cries of Help and is being grappled by it, the Siren Head Curse may use its' siren-mouths to attempt to eat them. Make a Melee Weapon Attack with advantage with a bonus of +16 to hit for 88 (16d10) piercing damage + 55 (10d10) acid damage. If a creature is reduced to 0 hit points by this attack, it is killed outright as it's eaten, with the Siren Head Curse receiving cursed energy equal to the target's current cursed energy. BONUS ACTIONSMartial Arts. When the Siren Head Curse uses the Attack action with an unarmed strike on its turn, it can make one unarmed strike or attack with a one-handed weapon. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on its turn, the Siren Head Curse can perform two unarmed strikes or melee weapon attacks. Cursed Patient Defense (3 Cursed Energy). The Siren Head Curse can take the Dodge action. Cursed Wind Step (3 Cursed Energy). The Siren Head Curse can take the Disengage or Dash action on its turn, and its jump distance is doubled until the end of its turn. Explosive Blow (8, 10 or 14 Cursed Energy). The Siren Head Curse concentrates on channeling a very condensed portion of its cursed energy into either its limbs or a weapon for 8 cursed energy. For 1 minute after it performs this bonus action, the next melee attack it lands adds half of its attacks’ damage dice (rounded down) as extra damage onto the damage roll for its attack. If the Siren Head Curse receives damage from any source, it must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Siren Head Curse lands a melee attack, it may expend 10 cursed energy to add half of its damage dice (rounded down) to the damage roll of its attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that the Siren Head Curse uses with this feature will instead add its attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Siren Head Curse's attacks' ability modifier or Charisma modifier times 10 in a direction of its choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Siren Head Curse's attack’s damage roll instead. Advanced Regeneration (1-10 Cursed Energy). The Siren Head Curse regains hit points equal to 15 times the amount of cursed energy spent. Cursed Energy Concealer. The Siren Head Curse may Hide, making a Stealth check. For the next 10 minutes, wherever it passes through it will not leave its cursed energy tracks behind carelessly, so any person that tries to track or sense its remains will need to be successful on a contested check against what it rolled +4, if they have any ability or feature that would allow them to track its cursed energy, and if not they can't track it at all. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Siren Head Curse uses its Advanced Regeneration. Cursed Enhanced Body (1-6 Cursed Energy). Whenever the Siren Head Curse makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, it may add the number of energy spent as a bonus to the saving throw. LEGENDARY ACTIONSThe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. The Siren Head Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Siren Head Curse regains spent legendary actions at the start of its turn. Engaging Strike. The Siren Head Curse moves up to half its movement speed towards a creature and makes one melee attack against them. Regenerate (2 Actions). The Siren Head Curse uses its Advanced Regeneration. Cursed Technique (2 Actions). The Siren Head Curse uses one of its Cursed Techniques. |
A creature formed by the common fear of sirens and strange sounds that come off the woods, this curse preys on non-sorcerers it leads to a grueling demise. Most of its catalogued appearances have been on forests, although there are suspicions it has been seen in suburbs close to rural areas. It typically guides its targets to secluded places to sneakily kill them, although it can still prove extremely dangerous if one manages to get it to fight fairly.
The Siren Head Curse has 20 levels in the Jujutsu Sorcerer class.
When a feature refers to the Siren Head Curse's curse biology, it refers to Sound Distortion and Shapeshift.
When a feature refers to the Siren Head Curse's cursed technique, it refers to Siren Blast and Cries of Help.
Colossal Physique, Strong Body, Resilient, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology, Athlete History, Human wall. Slam Master, Cursed Martial Artist. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Concealer. Cursed Energy Manipulator, Cursed Enhanced Body. Improved Durability. This creature uses the Improved Durability rule. Not Canon. The Siren Head 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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