Tamomo no Mae Incarnate (Jujutsu Kaisen Supplement)
Tamomo no Mae Incarnate[edit]
Medium undead (cursed spirit), chaotic evil Armor Class 22 (natural armor)
Saving Throws Dex +13, Con +12, Cha +15 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:
ACTIONSPossession (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:
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 ACTIONSAdvanced 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. REACTIONSRegeneration. 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 ACTIONSThe 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. |
Jujutsu Sorcerer. Tamomo no Mae has 23 levels in the Jujutsu Sorcerer class. Innate Domain: Field of Lethal CalamityThe 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 CalamityThe 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.
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.
50 Meters In 3 Seconds!, Strong Body, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology 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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