Vengeful Cursed Spirit Yoshida (Jujutsu Kaisen Supplement)

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Vengeful Cursed Spirit Yoshida[edit]

Large undead (cursed spirit), chaotic evil


Armor Class 19 (natural armor)
Hit Points 270 (20d10+160)
Speed 50 ft. 50 ft. burrow


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 18 (+4) 9 (-1) 12 (+1) 14 (+2)

Saving Throws Str +10, Dex +8, Con +8
Skills Athletics +14, Perception +5, Stealth +8
Damage Vulnerabilities radiant
Damage Resistances poison, psychic
Senses Tremorsense 30 ft., passive Perception 15
Languages
Challenge 10 (5,900 XP)


Cursed Energy. The curse has 41 cursed energy 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 curse regains 1 cursed energy at the beginning of its turns in combat.

Cursed Attack. The curse's attacks are considered magical.

Invisible Force. The curse is entirely made out of cursed energy, meaning he cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

Cursed Burrow. The curse can burrow into the ground without leaving behind any hole or passage as it swims through the ground itself

Hard to Kill. If the 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. The curse may use this feature thrice per long rest.

Grudge. Whenever attacking a Medium lawful evil humanoid, the curse has a +1 bonus to attack and damage rolls.

Revenge. When someone hits the curse, it can choose to make its next attack against the attacker with advantage. The curse may use this feature four times per long rest.

Cursed Strikes. Before making a Bite or Tail attack, the curse may spend up to four cursed energy to empower it' next strike. This enhancement lasts until it hits a creature with the attack, or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per energy spent. The curse can also use this in response to rolling a natural 20 on an attack roll with a Bite or Tail attack, or landing a black flash, instead of beforehand. It can only use this enhancement again after it has ended.

Heavy Finisher Once per round as part of hitting an melee attack, the curse can spend up to 6 cursed energy to make your target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown directly back an amount of feet equal to 20 times Strength + the amount of energy or points spent and are knocked prone. On a success, they take half as much damage, are pushed half as far and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

If used the Colossal Physique feature to push back a creature on the same attack as using this feature, then the creature takes the higher knockback damage from this feat for the total knockback distance from either this feat or Colossal Physique. Whichever is further.

It can also use the Heavy Finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, it can spend up to 6 cursed energy to force your target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of your next turn. If they fail by 5 or more, they are also Confused until the beginning of your next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Slam Master.

  • Brute Slam. Once per turn as part of an unarmed strike, the Curse may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of it, such as the ground or a wall, dealing another 1d10 damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.
  • Heavy Slam. Whenever the Curse takes the Multiattack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. The the Curse make a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, its opponent is driven into the earth beneath the Curse ending its grapple early, taking bludgeoning 2d10 damage and being knocked prone. On a failure, the creature escapes from the Curse's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If the Curse scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning 4d10 damage and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of the Curse's next turn.

ACTIONS

Multiattack. The curse makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) piercing damage and the target is grappled (DC 18 Athletic or Acrobatics to escape, and creatures have disadvantage on escaping the grappled condition).

Tail. Melee Weapon Attack: + 10 to hit. reach 10 ft., one target. Hit: 14 (2d8 + 6) bludgeoning damage.

BONUS ACTIONS

Regeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a reaction to suffering damage, the curse uses its Regeneration.

Vengeful-Cursed-Spirit-Yoshida.png
The Vengeful Cursed Spirit Yoshida

This is the vengeful cursed spirit of an employee of a construction company who fell in debt, resorted to loan sharks and when he wasn't able to pay the money back, those organizations buried him alive in the construction site of Sugisawa Third High School. According to Fushiguro Megumi's theory, the spirit's strength was highly boosted by the presence of a Sukuna Finger near its location.

Feats

Regeneration, Improved Body Functions, Strong Body, Athlete History, Colossal Physique

Slam Master, Heavy Finisher

Immense Cursed Energy

Improved Durability. This creature uses the Improved Durability rule.

5.00
(one vote)

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