Zomba Curse (Jujutsu Kaisen Supplement)

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Zomba Curse[edit]

Medium undead (Cursed Spirit), chaotic evil


Armor Class 20 (Natural Armor)
Hit Points 255 (30d8+120)
Speed 0 ft, fly 30 ft (hover)


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

Saving Throws Int +11, Wis +9, Cha +9
Skills Intimidation +9, Perception +9
Proficiency Bonus +5
Damage Vulnerabilities Radiant
Damage Resistances force, psychic, poison
Senses darkvision 180 ft, passive Perception 19
Languages
Challenge 15 (13,000 XP)


Cursed Energy. The Zomba Curse has 90 Cursed Energy to spend on its features. This refills at the end of a long rest.

Cursed Energy Recovery. The Zomba Curse gains 1 Cursed Energy at the beginning of each of its turns.

Cursed Attack. The Zomba Curse's attacks are considered magical.

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

Discernment. Whenever the Zomba Curse makes a Intelligence saving throw, it takes half as much damage on a failure and no damage on a success.

Teleportation. As a Free Action for 5 Cursed Energy, the curse may teleport to an unoccupied space within 120 ft. This movement does not provoke opportunity attacks.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Zomba 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:

  • The feature’s number of damage dice increases by 2.
  • The feature’s range increases by 25 feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 5 rounds.

ACTIONS

Multiattack. The Zomba Curse can make 2 Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage and 5 (1d10) necrotic damage.

Vertical Energy Beam (3 Cursed Energy). The Zomba curse shoots a beam of energy down onto a space within 300 ft. Each creature within a 10 ft radius of the targeted spot is forced to make a DC 17 Dexterity saving throw. On a failure, they take 32 (5d12) force damage. If a creature fails this saving throw by 5 or more, a random limb is targeted (Roll a d4. 1-2 is left or right arm, 3-4 is left or right leg). On a success, the creature takes half damage. This attack ignores all forms of cover.

BONUS ACTIONS

Vertical Energy Beam (3 Cursed Energy). If the Zomba Curse used Vertical Energy Beam this turn, it may use it again as a Bonus Action.

Advanced Regeneration. The Zomba Curse can spend up to 9 Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Advanced Regeneration. As a Reaction to taking damage, the Zomba Curse uses its Advanced Regeneration.

Vertical Energy Beam (3 Cursed Energy). As a Reaction to being targeted by a melee attack roll, the Zomba Curse may use its Vertical Energy Beam, targeting the spot the attacking creature is standing in.

Desperate Escape (5 Cursed Energy). As a Reaction to being targeted by an attack roll or damaging saving throw, the Zomba Curse may teleport to an unoccupied space within 30 ft. The Curse has an additional Reaction that may only be used on this feature.

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.

Teleportation. The Zomba Curse uses its Teleportation.

Advanced Regeneration. The Zomba Curse uses its Advanced Regeneration.

Vertical Energy Beam (2 Actions). The Zomba Curse uses its Vertical Energy Beam.

image-2024-11-06-221102527.png
The curse summoned against Inumaki and Yuta.
Jujutsu Sorcerer

The Zomba Curse has 15 levels in the Jujutsu Sorcerer class.

Curse Biology Traits

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Zomba 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 Zomba Curse.

Hard to Kill(1/long rest). If the Zomba 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 Zomba Curse rolls initiative, they may force every hostile creature that can see them to make a DC 17 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 Zomba 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.

One Trick. The Zomba Curse has an additional Action each turn that may only be used to activate Vertical Energy Beam.

Cursed Technique

When a feature refers to the Zomba Curse's cursed technique, it refers to Vertical Energy Beam.

Feats

Regeneration, Advanced Regeneration, Cursed Biology.

Immense Cursed Energy, Overflowing Cursed Energy.

Improved Cursed Energy Output.

Improved Durability. This creature uses the Improved Durability rule.

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