Slaughter Gorilla Curse (Jujutsu Kaisen Supplement)

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Slaughter Gorilla Curse[edit]

Gargantuan undead (cursed spirit), chaotic evil


Armor Class 23 (natural armor)
Hit Points 816 (32d20+480)
Speed 75 ft., climb 75 ft.


STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 22 (+6) 7 (-2) 16 (+3) 20 (+5)

Saving Throws Str +13, Con +11
Skills Athletics +18, Intimidation +15, Perception +8
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances psychic; bludgeoning, piercing and slashing damage from non-magical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages
Challenge 16 (15,000 XP)


Immense Size. The curse's space occupies a 50 feet by 50 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller creature. This also applies to Gargantuan or larger creatures smaller than 50 feet by 50 feet.

Cursed Energy. The curse has 78 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.

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

Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can 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 you.

Hard to Kill (2/long rest). If the curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced the curse to 0 hit points was radiant damage. The curse regains the spent use on a long rest.

Eyes Of The Supernatural. The curse can see normally through darkness caused by supernatural and non-supernatural effects.

Superior Musculature. The curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally the curse's jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb.

Brawn. Whenever the curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success.

Colossal Physique.

  • The curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the curse makes which uses Strength deals twice as much damage to objects and structures.
  • The curse has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the curse can force the creature hit to make a DC 2 Strength saving throw. On a failure, they are knocked back 80 feet 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 receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the curse makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 8 times, regaining all uses after taking a long rest.

'Slam Master.

  • Brute Slam. Once per turn as part of an unarmed strike, the curse may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of it, such as the ground or a wall, dealing another 1d10 damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.
  • Heavy Slam. Whenever the curse takes the Multiattack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. The the curse make a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, its opponent is driven into the earth beneath the curse ending its grapple early, taking bludgeoning 2d10 damage and being knocked prone. On a failure, the creature escapes from the curse's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If the curse scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning 4d10 damage and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of the curse's next turn.

Heavy Finisher (1-8 Cursed Energy). Once per round as part of hitting a melee attack, the curse can force its target make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times its Strength modifier + the amount of cursed energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

The curse can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting a melee attack against a prone creature, it can force its target to make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of the curse's next turn. If they fail by 5 or more, they are also Confused until the beginning of the curse's next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Strong Body. The curse will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this.

Immense Weight. The curse can move through the space of a creature or object of Huge size or smaller, and it does not treat such creatures as difficult terrain. If it moves through a creature's space, the creature must make a DC 19 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

When the curse falls to the ground, if it falls on any creatures they must succeed on a DC 19 Strength saving throw, taking 1d8 bludgeoning damage for every 10 feet the curse fell, maximum 135 (30d8), and be knocked prone on a failure or half as much on a success.

Mankiller. Whenever the curse makes an attack against a humanoid creature, it has advantage on the attack roll. Additionally whenever it makes a humanoid creature make a saving throw, the creature has disadvantage on it.

Death for Fuel. Whenever the curse drops a humanoid creature to 0 hit points for the first time, it gains an amount of temporary cursed energy equal to the creature’s cursed energy maximum if they had any or an amount equal to the creature’s level or CR (whichever is higher) + their Charisma modifier if they didn’t (minimum 2). This temporary cursed energy stacks with itself to a maximum of four times the curse’s cursed energy maximum.

ACTIONS

Multiattack. The curse makes three attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. Hit: 33 (4d12 + 7) piercing damage.

Slam. Melee Weapon Attack: +13 to hit, reach 20 ft, one target. Hit: 40 (6d10 + 7) bludgeoning damage.

Rock.

BONUS ACTIONS

Advanced Regeneration. The curse can spend up to 10 Cursed Energy, regaining hit points equal to 15 times the amount spent.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the curse can perform two Gore or Stomp attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). The curse can take the Dodge action on it's turn.

Cursed Wind Step (3 Cursed Energy). The curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn.

REACTIONS

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

Human Wall (6/long rest). As a reaction upon hitting 0 hit points, the curse rolls a 23 (1d20 + 15). It regains the amount rolled in hit points.

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[1]
Feats

Athletic History, Colossal Physique,Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions.

Slam Master, Heavy Finisher.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy.

Cursed Energy Manipulator.

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Slaughter Gorilla 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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