Tamomo no Mae Incarnate (Jujutsu Kaisen Supplement)

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Tamomo no Mae Incarnate[edit]

Medium undead (cursed spirit), chaotic evil


Armor Class 22 (natural armor)
Hit Points 713 (46d10+460)
Speed 90 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 16 (+3) 16 (+3) 26 (+8)

Saving Throws Dex +13, Con +12, Cha +15
Skills Acrobatics +13, Intimidation +15, Performance +15, Persuasion +22
Damage Vulnerabilities radiant
Damage Resistances psychic
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 19
Languages
Challenge 23 (50,000 XP)


Cursed Energy. The Tamomo no Mae Incarnate Curse has 130 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The Tamomo no Mae Incarnate Curse gains 4 Cursed Energy at the beginning of each of its turns.

Cursed Armor. For no action Tamomo can spend up to 8 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. She can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0.

Cursed Attack. The Tamomo no Mae Incarnate Curse's attacks are considered magical.

Curse Resistance. The Tamomo no Mae Incarnate Curse has advantage on saving throws against cursed techniques and other cursed energy effects.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Tamomo no Mae Incarnate 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 Tamomo no Mae Incarnate Curse.

Hard to Kill (1/long rest). If the Tamomo no Mae Incarnate 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.

Famous Name. Whenever The Tamomo no Mae Incarnate Curse rolls initiative, they may force every hostile creature that can see them to make a DC 20 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.

Sadism. Whenever the Tamomo no Mae Incarnate 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 23.

Improved Body Functions. All radiant damage that the Tamomo no Mae Incarnate Curse receives is reduced by 15.

Evasive/Endurance. Whenever the Tamomo no Mae Incarnate Curse makes a Dexterity or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

50 metres in 3 seconds!. The Tamomo no Mae Incarnate Curse has 2 reactions.

I Truly Am A Curse. At the beginning of each of its turns, if the Tamomo no Mae Incarnate Curse is at 600 hit points or lower it may roll a DC 11 Charisma saving throw. On a success it gains the Domain Expansion feat and its Domain is automatically completed. Upon completing its Domain, the Tamomo no Mae Incarnate Curse gains 157 hit points, 25 Cursed Energy, and 300 Refinement points.

Massive Range (10 cursed energy). As a part of the curse using either its own or vessel's technique it may spend extra cursed energy to gain this benefit. The curse's technique range, width, and radius increase by 220ft.. If it has a range of touch, its range instead becomes 115ft.

Speed Supremacy. Creatures below the curses amount of power have a harder time reacting to the curse and the curse can react to them easier. When the curse reacts to the features of a creature without this feature, it doubles the amount of reactions the curse can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to the curse they must spend double as many reactions, making 1 reaction against Tamomo costs 2 reactions.

When fighting another creature with this feature, reactions act as usual.

Cursed Enhanced Body. When the Curse is attacking with its strikes or weapons it's proficient with, it may add a +4 to its attack and damage rolls. This only applies if the curse has currently 1 curesed energy or more.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy,Tamomo no Mae can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 4.
  • The feature’s range increases by 45 feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 9 rounds.

ACTIONS

Possession (20 cursed energy)(3/long rest). As a full turn action the curse chooses a target within 30ft. of itself and attempts to use their body as a vessel. The target must make a DC 20 Wisdom saving throw in order to fortify their mind, depending on how well they roll the cursed spirit will have differing levels of possession, these levels are:

  • Total Rejection (rolled 20+). Against the odds you managed to fully fortify your mind and body entirely against Tamomo, the curse is repelled from your body and is stunned until the beginning of its next turn.
  • Fragile Vessel (rolled 15-19).Despite your best efforts the curse has managed to seep into your brain allowing it to take control over your person, however despite this you may resist from within. The curse is able to control your body as normal and gains 1/4 of your cursed energy maximum and current cursed energy as well as your current health and maximum. The curse may use your technique however it may not use reductions and the techniques will cost double the Cursed energy to activate, also the curse cannot use reversal techniques nor maximums. Additionally, once per round you may resist the curse either through attacking it with one of your own limbs or using a cursed technique (like using ten shadows to create a puddle for the curse to lose balance in), by doing this you interrupt the curse's attack. An attack interrupted in this way is not refunded. The curse also switches its martial arts die to its vessels and may use any of the three curse energy manipulation feats their vessel has.
  • Moderate Vessel (rolled 8-14). The curse has managed to infiltrate far into your mind, it has managed to gain access to a greater extent of your cursed energy and health pools. The curse now gains 1/2 of your cursed energy and cursed energy recovery (rounded down) and health to its current health and cursed energy as well as its maximum. The curse may now use your cursed techniques for their regular cursed energy cost, however it still can't apply reduction nor can it use reversal or maximum techniques. Finally, if you have a domain expansion the curse completes its domain gaining 300 refinement bypassing its I truly am a curse feature.
  • Strong Vessel (rolled 2-7). The curse has almost fully taken over your mind. The curse now may add your entire cursed energy and cursed energy recovery (rounded down) and health pool to its current amount and maximum. The curse may now use your lapse and maximum techniques and may use the reductions you have applied to them but still can't use reversal techniques nor Reverse cursed Technique. If you have a domain expansion with a refinement greater than 300 the curse may learn better domain techniques from you gaining 100 refinement permanently making it 400. Additionally the curse may strengthen your body with its power increasing your strength, dexterity and Constitution scores by 1/4 of its charism modifier (2) to a maximum of 30. This increase affects the vessels cursed martial arts dice.
  • Perfect Vessel (rolled 1). Your mind and soul have sunk to the deepest depths, any and all free will and resistance has been extinguished, the curse may use any features of your technique and sorcerer path except for RCT and reversal techniques, it may use any of your current binding vows and cost reductions on techniques. It increases your strength, constitution and dexterity scores by half its charisma modifier (4) to a maximum of 30. This increase affects the vessels cursed martial arts dice. Additionally, it may add half of a creature's domain refinement to its own (minimum 100) to a maximum of 600 refinement, if the creature doesn't have a domain then its domain completes and has 300 refinement. The curse also gains access to your domain. The curse also may add your entire cursed energy and cursed energy recovery and health pool to its current amount and maximum..

Wake up: If a player has been possessed then their allies may attempt to help overcome and remove the curse from their body. This can be achieved in a number of ways such as dealing 100 soul damage which will force the curse to make a DC25 Constitution saving throw or have their vessel deteriorate by 1 level e.g. going from strong vessel to moderate vessel. Another way could be a DC20 Charisma check to see if you can reach your possessed ally allowing them to remake the Wisdom saving throw with advantage, if they get a higher roll then the one that would result in the level of possession they are in then they will cause their vessel to deteriorate by 1 level, an example would be rolling a 15 as a moderate vessel and since 15 is greater than 8-14 the player will deteriorate the vessel by 1 level. This list isn't exhaustive and you may add other ways for your players to be able to recover their ally at your digression.

Note: The curse while possessing a creature retains its charisma, intelligence and wisdom scores along with its cursed techniques and features including its regeneration. Also health is calculated before the vessels constitution modifier changes so only add the two creatures health together don't add on top. Finally any benefits of lesser tiers are carried over to higher tiers but don't stack, for example you don't get 1 and 3/4 of a creatures cursed energy added.

Multiattack. The Tamomo no Mae Incarnate Curse makes 3 attacks, two with it's Claws and one with it's Flaming Orbs. It may substitute two of its claw attacks with flaming orbs.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing

Flaming Orbs (2-10 cursed energy). The curse can summon up to 5 flaming orbs for 2 cursed energy each and then may fire them at the same or individual targets of its choosing. They have a range of 90ft. and have a +15 to hit and deal 34 (4d12 + 8) fire damage per flaming orb.

Poisonous Gas (10 cursed energy). The curse emits a toxic green gas from its mouth spreading into a 60ft. radius. All creatures in this radius must make a DC 23 Constitution saving throw or take 78 (12d12) poison damage and inflict poison and 1 level of exhaustion on failure and on success they take half damage and and don't receive status effects.

Domain Expansion Field of Lethal Calamity (30 cursed energy). Tamomo expands her Domain.

BONUS ACTIONS

Advanced Regeneration. The Tamomo no Mae Incarnate Curse can spend as much Cursed Energy as it wants, regaining hit points equal to 15 times the amount spent.

REACTIONS

Regeneration. When taking damage, the Tamomo no Mae Incarnate Curse uses it's Advanced Regeneration

Cursed Enhanced Body. Whenever the curse makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, Tamomo may spend up to 8 cursed energy as a reaction to add the number of energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

The Tamomo no Mae Incarnate 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 Tamomo no Mae Incarnate Curse regains spent legendary actions at the start of its turn.

Regeneration. The Tamomo no Mae Incarnate Curse uses its Advanced Regeneration

Domain Expansion Field of Lethal Calamity (30 cursed energy)(costs two actions). Tamomo expands her Domain.

image-2024-12-16-152609526.png
The Tamamo no Mae Incarnate Curse under the command of a cursed spirit manipulation user.

Jujutsu Sorcerer.

Tamomo no Mae has 23 levels in the Jujutsu Sorcerer class.

Innate Domain: Field of Lethal Calamity

The Tamamo no Mae curse spirit's domain takes the form of a field of rocks with a menacing aura. The curse may now use its Poisonous Gas feature as a lair action in its domain and may make the centre of the attack anywhere within the domain by making the gas originate from a rock. Any creature that is within the range of the poisonous gas will make a DC 23 Constitution saving throw, on failure they take 12d12 poison damage and are poisoned for 1 minute and gain 1 level of exhaustion, on success they take half damage and are not effected by status effects.

Domain Expansion: Field of Lethal Calamity

The Tamomo no Mae Incarnate's Domain expansion is very similar to its innate domain except now Poisonous gas surrounds the centre of the domain only leaving a 90ft radius of space left clear. If a creature attempts to enter or is pushed into the poisonous gas they will make a DC 23 Constitution saving throw, on failure they take 16d12 poison damage and are poisoned for 1 minute and gain 1 level of exhaustion on success they take half damage and are not effected by status effects. At the start of the turn all creatures in the domain are subjected to a DC 23 Constitution saving throw, on failure they take 20d12 poison damage and are poisoned for 1 minute and gain 1 level of exhaustion on success they take half damage and are not effected by status effects. The curse is immune to the poisonous gas in its domain along with any creature it touches.

Domain Properties

The Tamomo no Mae Incarnate Curse's domain has the following properties.

Refinement Points. The Tamomo no Mae Incarnate Curse's domain has 300 refinement points.

Domain Durability. The Tamomo no Mae Incarnate Curse's domain has 1100 hit points and has an ac of 23.

Technique Efficiency. While inside its domain, The Tamomo no Mae Incarnate curse may use flaming orbs and poisonous gas for 0 Cursed Energy.

Increased Potency. While inside her domain, her cursed techniques deal 8 additional damage dice and have a +5 to hit and a +5 to DC

Cursed Techniques.

When a feature refers to Tamomo's cursed techniques, it refers to Flaming Orbs and Poisonous Gas.


Feats

Special Grade Curse

50 Meters In 3 Seconds!, Strong Body, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology

Basic Barrier

Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy.

Innate Domain , Curse Enhanced Body , Improved Cursed Energy Output

Improved Cursed Energy Recovery

Improved Durability. This creature uses the Improved Durability rule.


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