Traffic Curse (Jujutsu Kaisen Supplement)
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Traffic Curse[edit]
Gargantuan undead (cursed spirit), chaotic evil Armor Class 22 (Unarmored Defense)
Saving Throws Str +13, Con +11, Cha +11 Cursed Energy. The Traffic Curse has 95 Cursed Energy to spend on its features. Cursed Energy Recovery. The Traffic Curse gains 1 Cursed Energy at the beginning of each of its turns. Cursed Armor. Traffic Curse can spend up to 5 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Traffic Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Cursed Strikes. When making an Unarmed Strike, the Traffic Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until a creature hits a target or 1 minute has passed. Brawn. Whenever the Traffic Curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Attacks. The Traffic Curse's attacks are considered magical. Colossal Physique. Once per turn as part of a successful unarmed strike, the Traffic Curse forces the target to make a DC 21 Strength saving throw. On a failure, they are knocked back 80 feet in a direction of its choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 4 (1d6) bludgeoning damage per every 10 feet the creature travelled before colliding with the surface. If it was another creature, they instead both take damage equal to half the Traffic Curse's unarmed strikes damage roll instead (rounded down). If the unarmed strike was a critical hit and you use this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack. Strong Body. The Traffic Curse reduces all non-magical damage it takes but psychic by 5. If the Traffic Curse is benefitting from cursed armor, they also reduce magical damage. Human Wall. The Traffic Curse has advantage against Constitution saving throws. Cursed Energy Reinforcement. When the Traffic Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom ability check, it may use its Charisma as its ability score for the check if it was higher. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Traffic Curse can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Curse Resistance. The Traffic Curse has advantage on saving throws against cursed techniques. Immensity. The Traffic 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 (20d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round. Siege Monster. The Traffic Curse deals twice as much damage to objects and structures. Legendary Resistance(3/day). If the Traffic Curse fails a saving throw, it can choose to succeed instead. Vehicle Controlling(6 Cursed Energy). The Traffic curse can spend a free action to control one or more of its vehicles. The vehicles then move itself up to a place equal to twice their normal movement speed, as the curse boosts them with cursed energy. If they pass by a creature's space, the creature must make a DC 19 Dexterity saving throw. On a failure, they take 111 (20d10) bludgeoning damage and are knocked prone. On a success, they take half as much damage and aren't knocked prone. ACTIONSMultiattack. The Traffic Curse makes three Unarmed Strikes. Unarmed Strikes. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage + 12 (2d12) necrotic damage. Vehicle Summoning(10 Cursed Energy). The Traffic Curse summons up to 5 land vehicles that are of Uncommon rarity or lower within 100 feet of itself, choosing to summon them in points of its choice. Those vehicles last for one minute, or until they are destroyed. It cannot have more than 5 vehicles at a time. Innate Domain(5 Cursed Energy). The Traffic Curse opens its Innate Domain. BONUS ACTIONSAdvanced Regeneration. The Traffic Curse can spend any amount of Cursed Energy, regaining hit points equal to 10 times the amount spent. Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Traffic Curse can perform two Unarmed Strikes as a bonus action. Cursed Patient Defense(3 Cursed Energy). The Traffic Curse can take the Dodge action on it's turn. Cursed Wind Step(3 Cursed Energy). The Traffic Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. Red Light(10 Cursed Energy). The Traffic Curse's third eye starts shining a bright red color, making all creatures within a 100 foot-radius that can see it make a Intelligence saving throw. On a failure, they take 45 (10d8) psychic damage and are paralyzed for 1 minute. On a success, they take half as much damage and aren't paralyzed. They may remake the saving throw at the beginning of their turns, ending it early on a success, or retaking the psychic damage and staying paralyzed on a failure. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Traffic Curse uses it's Advanced Regeneration. Human Wall(5/long rest). As a reaction upon hitting 0 hit points, the Traffic Curse rolls a 11 (1d12 + 5). It regains the amount rolled in hit points. Cursed Enhanced Body. Whenever the Traffic Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 5 cursed energy modifier to add the number of energy spent as a bonus to the saving throw. It may use this reaction twice per round. LEGENDARY ACTIONSThe Traffic 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 Traffic Curse regains spent legendary actions at the start of its turn. Advanced Regeneration. The Traffic Curse uses its Advanced Regeneration. Red Light(Costs 2 actions). The Traffic Curse uses Red Light. Innate Domain(Costs 3 actions). The Traffic Curse opens its Innate Domain. |
The Traffic Curse has 17 levels in the Jujutsu Sorcerer class.
Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Traffic 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 Darkness Curse. Hard to Kill(1/long rest). If the Traffic 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. Famous Name. Whenever the Traffic Curse rolls initiative, they may force every hostile creature that can see them to make a DC 19 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 Traffic 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 17.
When a feature refers to the Traffic curse's cursed technique, it refers to Vehicle Summoning, Vehicle Controlling and Red Light.
Athletic History, Colossal Physique, Regeneration, Advanced Regeneration, Strong Body, Human Wall. Immense Cursed Energy, Cursed Energy Reinforcement, Overflowing Cursed Energy, Overpowering Cursed Energy. Cursed Enhanced Body, Improved Cursed Energy Output, Innate Domain. Innate Domain: Road RageThe terrain and surroundings shift itself to look like a busy traffic road at night, full of cars going at high speeds and honking loudly. All creatures inside the domain that aren't resistant or immune to psychic damage become Berserk as a deep rage fills them. Every creature that starts its turn inside the Innate Domain must make a DC 19 Dexterity saving throw. On a failure, they are run over by one of the many cars, taking 130 (20d12) bludgeoning damage and being knocked prone. On a success, they take half as much damage. |
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