Trapdoor Ant Curse (Jujutsu Kaisen Supplement)

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Trapdoor Ant Curse[edit]

large undead (Curse Spirit), lawful evil


Armor Class 17 (natural armor, Exoskeleton)
Hit Points 435 (22d12 + 220 + 11d12)
Speed 20ft


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Str +9, Dex +5
Skills Intimidation +8, Nature +4, Perception +5, Performance +8, Survival +5
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Damage from Nonmagical Piercing and Slashing
Condition Immunities charmed, frighened, poisoned
Senses passive Perception 15
Languages
Challenge 11 (7,200 XP)


Cursed Energy. The Trapdoor Ant Curse has 26 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 Trapdoor Ant Curse regains 1 cursed energy at the beginning of each of its turns.

Cursed Attack. The Trapdoor Ant Curse's attacks are considered magical.

Sticky Legs The curses climbing speed is the same as walking speed.

Human Wall. The Curse has advantage against Constitution saving throws.

Strong Exoskeleton As long as the curse is above half health it gains +3 AC, and lose 10ft movement speed. (This is already accounted for in the sheet.)

Invisible Force. The Trapdoor Ant 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.

Hard to Kill (1/long rest). If the Trapdoor Ant Curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced it to 0 hit points was radiant damage.

Pheromones When The Trapdoor Ant Curse is within a 10ft radius around another creature with the feature Pheromones, it gains advantage on melee attack rolls.

Endurance. Whenever the Trapdoor Ant Curse makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Colossal Physique.

  • The Trapdoor Ant Curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the Trapdoor Ant Curse makes which uses Strength deals twice as much damage to objects and structures.
  • The Trapdoor Ant Curse has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Trapdoor Ant Curse can force the creature hit to make a DC 17 Strength saving throw. On a failure, they are knocked back 50 feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 4 (1d6) bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Trapdoor Ant Curse makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 5 times, regaining all uses after taking a long rest.

Strong Body. The Trapdoor Ant Curse will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this.

Absolute Unit The Trapdoor Ant Curse gains extra hit points equal to half of its hit dice. (Already applied). Whenever a feature would knock a target back, it will do so + 20ft.

Mandibles When the Trapdoor Ant Curse lands a successful melee attack it can choose the target to make a DC 17 Strength save, then they are shoved back 25ft.

Cursed Armor. Trapdoor Ant Curse can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). It can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

I Truly Am A Wall Once per turn, the curse may cure any of the following status conditions, prone, grappled, incapacitated, restrained or stunned. Other creatures cant occupy the same square as the curse. The curse cannot be knocked back by anything. While it is not moving it gains +2 AC. And if it is in an exit or entrance it will counts as being closed.

ACTIONS

Smash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) Blugeoning damage.

Shock Wave (4 Cursed Energy). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Bludgeoning damage and a 30ft cone behind the creature gets created and everything inside must make a DC 16 Constitution save, if failed they will take 18 (5d6) thunder damage.

Skull Crash (8 Cursed Energy.) The curse powers up a bash. All creatures in a 45ft cone of the curse must make a DC 16 Constitution saving throw. This is made at disadvantage if their size is smaller than the curse. On a failure, they take 45 (10d8) Bludgeoning + 17 (3d10) thunder damage.

BONUS ACTIONS

Regeneration. The curse can spend up to 4 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Human Wall.(5/Long rest) As a reaction upon hitting 0 hit points, the curse can spend a hit die to fall to the amount rolled in hit points.

Regeneration. The curse as a reaction to getting hurt use Regeneration.

The Trapdoor Ant Curse is the strongest ant curse of them all (besides the queen, and soldier) it has been said that this alone is the safety of the hive. It is the lone protector of the hive.


Not Canon. The Trapdoor Ant 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.

Improved Durability. This curse uses the Improved Durability rule.

Feats this is the curses feat.

Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient, Regeneration

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