Yeti Curse (Jujutsu Kaisen Supplement)
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Yeti Curse[edit]
Huge undead (Cursed Spirit), chaotic evil Armor Class 18 (Natural Armor)
Saving Throws Str +12, Con +12, Cha +11 Cursed Energy. The Yeti Curse has 90 Cursed Energy to spend on its features. Cursed Energy Recovery. The Yeti Curse gains 1 Cursed Energy at the beginning of each of its turns. Cursed Attack. The Yeti Curse's attacks are considered magical. Cursed Strikes. When making an Unarmed Strike, the Yeti Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic or Cold 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. Yeti 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 Yeti Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Yeti 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:
Brawn. Whenever the Yeti Curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success. Curse Resistance. The Yeti Curse has advantage on saving throws against cursed techniques. Legendary Resistance(3/day). If the Yeti Curse fails a saving throw, it can choose to succeed instead. I Really Am A Curse. If the Yeti Curse falls to 360 hit points, it immediately becomes a Special Grade Cursed Spirit. It gains 20 Cursed Energy as well as the Innate Domain and Advanced Regeneration feats. At the beginning of each of its turns, if the Yeti Curse is at 180 hit points or lower it may roll a DC 12 Charisma saving throw. On a success it gains the Domain Expansion. feat and its Domain is automatically completed. Upon completing its Domain, the Yeti Curse gains 180 hit points, 20 Cursed Energy, and 200 Refinement points. ACTIONSMultiattack. The Yeti makes 3 attacks Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage and 6 (1d12) Necrotic/Cold damage. Snowball Throw. Ranged Weapon Attack: +12 to hit, Range 60/240 ft., one target. Hit: 22 (3d10 + 6) cold damage. Snow Pillars (5 Cursed Energy). The Yeti curse chooses a number of targets up to its Charisma mod and shoots flexible pillars of snow towards them. Make Melee Cursed Energy Attack Rolls against each target. On a hit, the pillar of snow slams into the target, dealing 45 (10d6) Cold damage and forcing the creature to make a Strength saving throw. On a failure, the creature is restrained. On a success, they aren't. The creature may remake this saving throw at the beginning of their turns to break free from the restrained condition. Rolling Snow (10 Cursed Energy). The Yeti begins to roll a giant ball of snow, building up a weapon to use against its targets. The Yeti chooses a target within its movement speed range and moves to be within melee range of them, rolling up a giant ball of snow as they approach. The target is forced to make a Strength saving throw, while every creature within 15 ft of the target is forced to make a Dexterity saving throw. On a failure, they take 55+ (10d10 + 1d10 for every 10 ft the Yeti has moved this turn) Cold damage. Innate Domain: Snow Warning (5 Cursed Energy). The Yeti Curse opens its Innate Domain. (This Action may only be used if the Yeti is a Special Grade Curse) Domain Expansion: Snow Warning (30 Cursed Energy). The Yeti Curse opens its Domain Expansion. (This Action may only be used if the Yeti Curse Completes its Domain Expansion) Basic Barrier (1-5 Cursed Energy). The Yeti Curse opens up a barrier centered around itself. The barrier is 5 ft in radius and 10 ft tall, but increases in maximum radius and height by 10 ft per Cursed Energy spent. The Barrier's HP is equal to 10 times the amount of Cursed Energy spent. It has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier a 19 AC and automatically fails saving throws. This barrier lasts 5 minutes. The curse can deactivate its basic barrier at will (no action required). BONUS ACTIONSRegeneration. The Yeti Curse can spend up to 11 Cursed Energy, regaining hit points equal to 5 times the amount spent. Advanced Regeneration. The Yeti Curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. (This Bonus Action may only be used when the Yeti Curse becomes Special Grade). Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Yeti Curse can perform two Unarmed Strikes as a bonus action. Cursed Patient Defense(3 Cursed Energy). The Yeti Curse can take the Dodge action on it's turn. Cursed Wind Step(3 Cursed Energy). The Yeti Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. REACTIONSRegeneration. As a Reaction to taking damage, The Yeti Curse uses it's Regeneration. Advanced Regeneration. As a Reaction to taking damage, The Yeti Curse uses it's Advanced Regeneration. (This Reaction may only be used when the Yeti Curse becomes Special Grade). Cursed Enhanced Body. Whenever the Yeti 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. Human Wall(6/Long Rest). Upon hitting 0 hit points the Yeti Curse may spend a hit dice to fall to the amount rolled in hit points instead. LEGENDARY ACTIONSThe 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. Regeneration. The Yeti Curse uses it's Regeneration. Advanced Regeneration. The Yeti Curse uses it's Advanced Regeneration. (This Legendary Action may only be used when the Yeti Curse becomes Special Grade). Snow Pillars(Costs 2 actions). The Yeti Curse uses Snow Pillars. Domain Expansion: Snow Warning (Costs 3 actions). The Yeti Curse opens its Domain Expansion. (This Legendary Action may only be used if the Yeti Curse Completes its Domain Expansion) |
The Yeti curse has been born from the fear of the folk stories that involve the Yeti or the Abominable Snowman or other beast-like snow-dwelling creatures. Innate Domain: Snow WarningA massive blizzard pours down within the innate domain of the Yeti Curse. Those inside of the domain are blinded unless they have true sight and everywhere inside the domain is treated as difficult terrain. Every creature that starts its turn inside of the Innate Domain must make a DC 19 Constitution saving throw. On a failure, they are Chilled until the beginning of their next turn. On a success, the creature is not Chilled. Domain Expansion: Snow WarningA massive blizzard pours down within the innate domain of the Yeti Curse. Those inside of the domain are blinded unless they have true sight and everywhere inside the domain is treated as difficult terrain. Every creature that starts its turn inside of the domain must make a DC 19 (DC 24 for effects) Constitution saving throw. On a failure, they are battered by hail and snow, taking 20d10 Cold damage and are Half Frozen. On a success, they take half damage and are not Half Frozen.
The Yeti Curse's domain has the following properties. Refiniment Points. The Yeti Curse's domain has 200 refinement points. Domain Durability. The Yeti Curse's domain has 700 hit points. Technique Efficiency. While inside of its Domain, the Yeti Curse may use Snow Pillars for 0 Cursed Energy. The Yeti Curse has 18 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 Yeti 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 Yeti Curse. Hard to Kill(1/long rest). If the Yeti 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 Yeti 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 Yeti 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 20.
When a feature refers to the Yeti Curse's cursed technique, it refers to Snow Pillars and Rolling Snow.
Strong Body, Human Wall, Regeneration. Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy. Cursed Enhanced Body, Improved Cursed Energy Output. Improved Durability. This creature uses the Improved Durability rule. Not Canon. The Yeti 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. |
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