Ice Curse (Jujutsu Kaisen Supplement)

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Ice Curse[edit]

Huge undead (cursed spirit), chaotic evil


Armor Class 18 (natural armor)
Hit Points 180 (19d10+76)
Speed 40 ft


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

Saving Throws Str +9, Dex +6, Con +8
Damage Vulnerabilities Radiant
Damage Resistances non-magical bludgeoginong, piercing and slashing
Damage Immunities cold, fire, poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Common
Challenge 12 (8,400 XP)


Cursed Energy. The curse has 40 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns.

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

ACTIONS

Multiattack. The ice Curse makes one bite attack, one Claws attack, and one Tail attack.

Bite Melee Weapon Attack: +10 to hit. reach 5 ft, one target. Hit: 7 (2d6) piercing damage plus 10 (3d6) cold damage

Claws Melee Weapon Attack: +10 to hit. reach 5 ft, one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage

Tail Melee Weapon Attack: +10 to hit. reach 5 ft, one target. Hit: 12 (2d6+5) slashing damage plus 10 (3d6) cold damage

Wall of Ice (5 Cursed Energy). The curse magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a sucessful one. The wall last for 1 minute or until the curse is incapacited or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, necrotic, cold, poison, no psychic. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupited. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constituition saving throw, taking 17 (5d6) cold damage on a falied save, or half as much damage on a sucessful one. The frigid air dissipates when the rest of wall vanishes.

BONUS ACTIONS

Regeneration. The curse can spend up to 8 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses it's Regeneration.

5.00
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