Smell Curse (Jujutsu Kaisen Supplement)
Smell Curse[edit]
Large undead (Cursed Spirit), chaotic evil Armor Class 17 (natural armor)
Saving Throws Str +8, Con +7 Cursed Energy. The curse has 16 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. Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there. Undead Nature. The curse has advantage on saving throws against disease and being poisoned. Hard to Kill (1/long rest). If the curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright. Cursed Smell. When a creature starts its turn within 45 feet of the curse, they must make a DC 15 Constitution saving throw or become poisoned until the end of their next turn. The creature must make the saving throw again at the end of their turn to end the effect. Additionally, all creatures have disadvantage on ability checks involving smell. ACTIONSMultiattack. The curse makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage. Gas Cannon (3 Cursed Energy). As an action the curse releases horrible-smelling gas from itself causing all creatures with a 30 ft. of it to make a DC 16 Constitution saving throw or take 22 (4d10) poison damage and become blinded as their eyes begin to water uncontrollably, on success the creature takes half damage and is not blinded. BONUS ACTIONSRegeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses its Regeneration. |
Athletic History, Regeneration. Improved Durability. This creature uses the Improved Durability rule Not Canon. The Smell 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. |
Back to Main Page → 5e Homebrew → Creatures