Smile Curse (Jujutsu Kaisen Supplement)

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Smile Curse[edit]

large undead (cursed spirit), chaotic evil


Armor Class 22
Hit Points 282 (36d8+120)
Speed 80ft, climbing 80ft


STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 10 (+0) 16 (+3) 14 (+2) 22 (+6)

Saving Throws Dex +11, Cha +11
Skills Acrobatics +11, Arcana +8, Investigation +8, Perception +7, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Senses darkvision 180ft, passive Perception 17
Languages
Challenge 15 (13,000 XP)


Cursed Energy. The Smile Curse has 78 Cursed Energy to spend on its features. This refills at the end of a long rest.

Cursed Energy Recovery. The Smile Curse gains 1 Cursed Energy at the beginning of each of its turns.

Magical Attacks. The Smile Curse's attacks are considered magical.

Cursed Armor. Smile Curse can spend up to 6 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Smile Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Evasion Whenever the Smile Curse makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

50 meters in 3 seconds! Smile Curse has 2 Reactions.

Eyes in the Dark While in Stealth, the Smile Curse can begin to stalk a creature it can see within 180ft. For every minute that passes without the creature noticing, the Smile Curse gain a +1 to hit that creature up to +7.

ACTIONS

Multiattack. The Smile Curse can make 2 attacks with its Hook Strike.

Hook Strike. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) Piercing damage. After taking Piercing damage, the creature must make a DC 19 Dexterity saving throw or become grappled. At the end of each of the creature's turns, it may make a DC 19 Strength saving throw to end the grappled condition.

Uncanny Grin(5 Cursed Energy). The Smile Curse targets a creature within 60ft. That creature must make a DC 19 Wisdom saving throw or become frightened for 1 minute. The creature may attempt this saving throw again at the beginning of each of its turns.

Cheek Splitter(3 Cursed Energy). The target must be frightened by the Smile Curse. The creature must make a DC 19 Charisma saving throw. On a failure, they begin taking 15 (2d8+6) Necrotic damage directly to their Jaw at the beginning of every turn. If their Jaw falls to 0 HP, they begin taking half that damage to their Skull instead. This effect ends when the frightened condition ends

Feel Joy(11 Cursed Energy). All creatures within 60ft of the Smile Curse must make a DC 19 Charisma saving throw. On a failure, they become charmed by the Smile Curse, making them become Passive and dropping their weapons or any hostile abilities afflicting it. At the beginning of a creature's turn, they may remake the saving throw.

BONUS ACTIONS

Extra Hooks. If a creature is grappled by the Smile Curse, it may use its Bonus Action to make 2 more Hook Strike attacks.

Cunning Action The Smile Curse may take the Hide, Dash, or Disengage action.

Advanced Regeneration. The curse can spend up to 9 Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

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

Untraceable Speed

  • As a reaction to passing a saving throw or an attack roll being made against itself, the curse may choose to move 40ft. in a direction of its choice. If this movement would cause the curse to leave the area targeted by an attack roll it's reacting to the curse may roll a Acrobatics check to attempt to fully dodge. You roll against the attack roll, causing the attack to miss regardless of the curse's armor class if its Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though the curse still moves as normal. This roll automatically fails if the attack was a critical hit, unless the curse is 10 or more levels above the attacker’s level. If the curse fails this roll by no more than 3 against an attack targeting one of its limbs with the Limb System then though it can’t fully dodge it may change which limb is targeted. In the case of a saving throw the curse is unaffected by the saving throw if the curse moves out of the area of effect.
  • The curse can make one melee attack as a reaction if it moved into range of a creature or a creature enters its range. The curse can only do this once per creature per round.
Smile-Curse.png
An American Marine encountering the Smile Curse, [[1]]

The Smile Curse was born from the fear of the uncanny and unnatural. The fear of something that should be normal having something off about it that provokes a type of fear in the mind. The Smile Curse was used by Kenjaku during the Culling Games to build fear in the soldiers sent there to try and create the Merger.

Curse Biology Traits

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Smile 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 the Smile Curse.

Hard to Kill(1/Long Rest). If the Smile 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. This feature does not work if the damage that had reduced them to 0 hit points was radiant damage.

Sadism. Whenever the Smile Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20.

Cursed Technique. When a feature refers to the Smile Curse's cursed technique, it refers to Uncanny Grin, Cheek Splitter, and Feel Joy.

Feats.

50 Meters in 3 Seconds!, Untraceable Speed, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer, Regeneration, Advanced Regeneration

Improved Durability. This creature uses the Improved Durability rule.

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