Uraume (5e Creature)

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Uraume[edit]

Medium humanoid (human), lawful evil


Armor Class 22 (unarmored movement)
Hit Points 170 (20d8 + 80)
Speed 75 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 17 (+3) 16 (+3) 22 (+6)

Saving Throws Dex +10, Cha +11
Skills Acrobatics +10, Arcana +8, History +8, Performance +11
Proficiency Bonus +5
Senses passive Perception 29
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Uraume has 78 cursed energy that they can use to fuel their abilities. All of their cursed energy is replenished at the end of a long rest.

Curse Energy Recovery. Uraume regains 1 cursed energy at the beginning of their turns.


Evasion. Whenever Uraume makes a Dexterity saving throw, they take half as much damage on a failure and no damage on a success.

Maximum Output. Uraume may use Maximum Output on any of the following techniques: Ice Formation, Frost Calm, Ice Fall and Iceberg Crash.

Created Ice. Whenever Uraume uses one of the features of the technique, they create quantities of ice. The ice occupies the same place it was used at, which means that if they use a 10ft. cone, it will cover a 10ft. cone of ice and will be 10ft. in height. The ice has a amount of hit points equal to their Charisma modifier times its size in feet. Their ice is vulnerable to all damage but psychic and poison, as it is immune to it. Creatures reduce their ice total hit points by 1/4th when they break out of it. All ice created by your technique will last until they end it at will, it breaks, or you receive the poisoned, envenomed, paralyzed, stunned, petrified or unconscious conditions.



Cold Curse Energy. When Uraume use Curse-Empowered Strikes, Cursed Strikes or Cursed Weapons they can choose to change its damage type to cold instead of necrotic. Also, whenever they use Cursed Armor they gain resistance to cold damage. In addition, they are immune to the effects of extreme cold, magical or not. Also, whenever someone grapples they while their using cursed armor, they will receive the effects of extreme cold but have to make the saving throw.


Improved Reverse Cursed Technique. Uraume has a healing pool of 1200 that they can use with their reverse cursed energy. If they are suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Uraume regrows back limbs for every 20 hit points they regain. Uraume can use their RCT until their healing pool ends before getting burnout, during which they can't use RCT until their healing pool recovers. At the beginning of their turns while in a combat where their life is at risk, they regains 5 hit points of his healing pool back. Their healing pool automatically goes back to full at the end of an long rest.

ACTIONS

Multiattack. Uraume makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 6) bludgeoning damage and 6 (2d12) cold damage.

Ice Formation (2 Cursed Energy). Uraume summons ice within 10 ft cone, every creature within that 10ft has to make Dexterity On a failure, they take 11d10 cold damage and are restrained as ice covers part of their bodies. On a success, they take half as much damage and are not restrained. The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.


Frost Calm (4 Cursed Energy). Uraume can send a cloud of freezing mist to a spot within 60ft of them. Every creature in a 30ft by 30ft. square in that spot must make a Dexterity saving throw. On a failure, they take 19d12 damage and are restrained by the ice layer formed in the square. On a success, they take half as much damage and are not restrained. The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition. when Uraume use Maximum Output into this technique, they may choose a spot within 300ft. of you to release the mist, and it will now target all creatures in a 100ft. circle.


Ice Fall (8 Cursed Energy). Uraume become prone until the beginning of their next turn to create ice on the ground. They telepathically manipulate the ice created, launching one for every creature within 30ft. of them of their choice. Make a cursed energy attack roll, on a hit they take 1d10 cold damage and become restrained. The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition. Hitting or missing, giant spikes of ice will fall from the sky on top of the targeted creatures, forcing them to make a Dexterity saving throw. On a failure they take 24d10 cold damage + 24d8 piercing damage. On a success, they take half as much damage.


Iceberg Crash (10 Cursed Energy). Uraume chooses a point within sight range. All creatures in a 60ft. circle of that point must make a Dexterity saving throw. On a failure, they take 25d8 cold damage + 25d8 bludgeoning damage and are knocked prone and restrained as a giant iceberg falls upon them. On a success, they take half as much damage and are not prone and restrained. The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.

Exorcise. Uraume automatically destroys a cursed spirit within 30 ft. of them that they can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. After using the Attack action, Uraume can make one unarmed strike.

Cursed Armor. Uraume can spend up to 5 cursed energy to give themselves temporary hit points equal to the cursed energy spent times 5 for 1 minute. They can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0.

Cursed Blast of Blows. After Uraume uses the Attack action, they can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Uraume can spend 3 Cursed Energy to take the Dodge action as a bonus action on their turn.

Cursed Wind Step. Uraume can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on their turn, and their jump distance is doubled until the end of their turn.


Improved Reverse Cursed Technique. Uraume spends any amount of Cursed Energy, regaining 20 hit points for each energy they spend, and removing the same amount of healing from their healing pool.

REACTIONS

Cursed Armor. As a reaction against being targeted by an attack or damaging saving throw, Uraume uses his cursed armor.

Reverse Cursed Technique. Once per round when Uraume receives damage, they may use their Reverse Cursed Technique.

Uraume is a sorcerer who existed 1000 years ago along with Sukuna. While Sukuna was known for his cruelty Uraume is the only person allowed to stand next to Sukuna as they are his cook. Uraume would often cook for Sukuna 1000 years ago. The food was always human. Uraume is a loyal servant to Sukuna but beyond that that much else is known about them.

Feats. Uraume’s feats are:

Immense Cursed Energy, Cursed Enhanced Body, Overflowing Cursed Energy, Cursed Energy Reinforcement, Improved Reverse Cursed Technique, One In A Billion,

1.00
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