Xenophobia Curse (Jujutsu Kaisen Supplement)

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Xenophobia Curse[edit]

large undead (curse spirit), evil


Armor Class 19 (natural armor)
Hit Points Expression error: Unexpected < operator. (1710 + 476d + Expression error: Unexpected < operator.)
Speed 60ft Walking, 40ft Climing, 25ft Swimming, 30ft Flying


STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 25 (+7) 12 (+1) 16 (+3) 20 (+5)

Saving Throws Dex +11, Wis +9
Skills Intimidation +11, Investigation +7, Perception +15, Stealth +11, Survival +9
Damage Vulnerabilities Radiant
Damage Immunities Psychic, Poison
Condition Immunities poisoned,frightened, bleeding,deafend,Confused, Hallucinating
Senses passive Perception 25
Languages -
Challenge 17 (18,000 XP)


Cursed Energy. The Curse has 78 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Invisible Force. The Curse is entirely made out of cursed energy, meaning it 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 the Curse.

Cursed Attacks. The Xenophobia Curse's attacks are considered magical.

Savage Attacks. The curse deal one additional damage die whenever you score a critical with a natural weapon or unarmed strike.

Cursed Energy Recovery.' The curse regains 1 cursed energy at the beginning of each of its turns. In his awakened state this is doubled.

Cursed Strikes. When making an Unarmed Strike, Xenophobia Curse may spend up to 6 Cursed Energy, adding 1d12 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.

'Cursed Armor. The Xenophobia 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). Xenophobia Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Strong Body. Xenophobia Curse will reduce all damage it takes by its Constitution modifier. Attacks using Cursed Energy or magic can bypass this, and psychic or thunder by cant be reduced.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

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