Heavy Tank Curse (Jujutsu Kaisen Supplement)

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Heavy Tank Curse[edit]

Gargantuan undead (Cursed Spirit), lawful evil


Armor Class 26 (natural armor)
Hit Points 1620 (40d20 + 1200)
Speed 100 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 30 (+10) 6 (-2) 12 (+1) 24 (+7)

Saving Throws Str +13, Con +16, Cha +13
Skills Athletics +19, Intimidation +13, Perception +13
Damage Vulnerabilities radiant
Damage Resistances psychic
Damage Immunities poison; bludgeoning, piercing and slashing damage from non-magical attacks
Condition Immunities poisoned
Senses Darkvision 180 ft., passive Perception 23
Languages
Challenge 20 (25,000 XP)


Immense Size. The curse's space occupies a 60 feet by 60 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller creature. This also applies to Gargantuan or larger creatures smaller than 60 feet by 60 feet.

Cursed Energy. The curse has 131 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The curse regains 3 cursed energy at the beginning of each of its turns.

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

Cursed Strike (1-6 Cursed Energy). The curse can, when making an Unarmed Strike in order to add 1d8 necrotic damage to its attack per Cursed Energy spent. It can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until it hits a target or until 1 minute passes.

Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can see the 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 you.

Undead Nature. The curse doesn't need to eat, drink, or breathe. It doesn’t need to sleep. It has advantage on saving throws against disease and being poisoned.

Hard to Kill (2/long rest). 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 the curse to 0 hit points was radiant damage. The curse regains the spent use on a long rest.

Famous Name (6/long rest). The curse is based on tanks, so people's fear for it is far greater than to other normal curses. Whenever the curse rolls initiative, it may force every hostile creature that can see it to make a DC 20 Wisdom saving throw. On a failure, they are frightened 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.

Your Fears Become Real. Whenever the curse rolls a skill check related to aiming or repair any of its guns, it does so with advantage.

Sadism. The curse has immense sadism when beating its victims. Whenever it deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 20.

Eyes Of The Supernatural. The curse can see normally through darkness caused by supernatural and non-supernatural effects.

Superior Musculature. The curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally the curse's jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb.

Fearsome Appearance. The curse gains advantage on all checks and saves to resist the frightened condition. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation.

50 Meters In 3 Seconds! The curse haves 2 reactions.

Strong Body. The curse will reduce all damage it takes but psychic or thunder by 10. Attacks using Cursed Energy or magic can bypass this.

Improved Body Functions. All radiant damage that the curse receives is reduced by 19.

Curse-Empowered Strikes. The curse’s unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included).

Cursed Enhanced Body. As long as the curse has 1 cursed energy or more, it may add 3 to its attack and damage rolls with unarmed strikes or weapons it is proficient with (already applied).

Cursed Energy Reinforcement.

  • When the curse makes a Strength, Dexterity or Constitution ability check, it may add its Charisma modifier to it.
  • When calculating its jump distance and height, it may add its Charisma score when calculating distance and modifier when calculating height. Additionally its jump distance and height are doubled.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the curse can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. This cannot be used on Cursed Energy Enhancements.

Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 3. If the feature does not deal damage dice, its damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 40 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases 8 rounds.

Cursed Enhancement. Whenever the curse uses a damage dealing feature that utilizes cursed energy its damage dice will be increased by one tier, (d6->d8->d10). This feature doesn't apply to Cursed Energy Enhancements.

Cursed Weapon Wielder. Any weapon attacks the curse makes using a Cursed Tool have their critical hit range increased by 1. Also, if it rolls a natural 20 on the attack roll for a Cursed Tool, it can make one additional weapon attack with advantage as apart of its attack using the same Cursed Tool that it scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional weapon attack if the curse would score a natural 20 on the attack roll for the attack.

Living Arsenal. The curse’s Special-Grade Machine Gun, and Special-Grade Heavy Autocannon count as both ranged weapon attacks and natural weapons. It cannot be disarmed of this weapon.

Immense Weight. The curse can move through the space of a creature or object of Huge size or smaller, and it does not treat such creatures as difficult terrain. If it moves through a creature's space, the creature must make a DC 23 Dexterity saving throw, taking 82 (15d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Crewed Curse. The curse may carry up to 10 medium-sized creatures within itself. Creatures riding inside the curse have full cover. Any creature inside the curse may choose to take the Reload, Main Canon Infusion, or Cursed High Explosives actions on their turn in place of the curse. Either the creature or the curse can choose to spend necessary cursed energy when a creature is taking an action for the curse. Additionally, any creature inside the curse choose to take replace any attacks they take with the curse’s Special-Grade Machine Gun, and Special-Grade Heavy Autocannon, with Heavy Autocannon requiring an entire action to fire.

Chemical, Biological, Radiological and Nuclear Defense (CBRN). The curse has advantage on saving throws against radiation and harmful airborne contaminants such as gases, vapors, and inhaled poisons, and have resistance to damage from such effects.

Camouflage. The curse is typically equipped with a multi-spectral electromagnetic camouflage system that not only provides advantage on Stealth checks made in the appropriate terrain (e.g. desert camouflage helps in a desert), but also renders the curse nigh-invisible to IR and radar.

Infra-Red Sensors (2 Cursed Energy). At the start of its turn, the curse can activate its redundant sensors to effectively grant it 5 miles of darkvision, which is also immune to the effects of smoke, heavy precipitation, and other vision-inhibiting particulate. This lasts until the beginning of its next turn.

Legendary Resistance(3/day). If the curse fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The curse makes any combination of three Unarmed Strike and Special-Grade Machine Gun attacks.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 50 (6d12+11) bludgeoning damage + 13 (2d12) Necrotic damage.

Special-Grade Machine Gun. Ranged Weapon Attack: +20 to hit, range 80/240 ft., one target. Hit: 24 (3d6+14) piercing damage + 40 (2d12+6d6+6) necrotic damage. The machine gun has the spread (1d4) and burst fire properties.

Special-Grade Heavy Autocannon. Ranged Weapon Attack: +20 to hit, range 400/1,200 ft., one target. Hit: 69 (10d10+14) piercing damage + 129 (2d12+20d10+6) necrotic damage. The heavy autocannon has 10 shots and has the burst fire property.

Heavy Field Gun: Ranged Weapon Attack: +16 to hit, range 3,000/12,000 ft., one target. Hit: 175 (30d10+10) piercing damage + 13 (2d12) necrotic damage. Hit or miss, each creature within 30 feet of the target must make a DC 21 Dexterity saving throw, taking 93 (15d10+10) bludgeoning damage on a failed save, or half as much damage on a successful one. A heavy field gun has the Armor Piercing (-5) property, and it deals double damage against objects. After firing this weapon, the curse must use Reload action before it can fire again.

Main Cannon Infusion (20 Cursed Energy). The curse can surge its cursed energy through its main cannon to temporary infuse it with the power of a Special-Grade cursed tool. Its next attack with its Heavy Field Gun gains a +4 to hit and to the DC for the damage within 30 feet of the attack as well as an additional 175 (30d10+10) necrotic damage to the attack and 93 (15d10+10) necrotic damage to the damage within 30 feet of the attack. On a miss, the energy used remains until it hits a target or until 1 minute passes.

Cursed Explosive Ordinance (20 Cursed Energy). While the curse’s Heavy Field Gun is both loaded with a Cursed High-Explosive shell and infused, it can fire a powerful attack that can level city blocks. As a full-turn action, the curse may make every creature in a 20-foot wide line that extends out to the end of the Heavy Field Gun’s long range a DC 21 Dexterity saving throw at disadvantage. On a failure, they are considered as if they were hit by the curse’s Heavy Field Gun attack. On a successful save, they take half damage. Structures and objects within the area that aren’t being worn or carried also take this damage. If this damage reduces a creature or object to 0 hit points, that creature or object is completely destroyed.

Smoke Grenade Launcher. The curse fires a smoke grenade at a point within 1,200 feet of it.

BONUS ACTIONS

Cursed Blast of Blows (3 Cursed Energy). After the curse uses the Attack action, it can perform either two unarmed strikes or weapon attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). The curse can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (3 Cursed Energy). The curse can take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled until the end of his turn.

Advanced Regeneration (1-12 Cursed Energy). The curse can spend up to 12 Cursed Energy, regaining hit points equal to 15 times the amount spent.

Cursed Weapon Enhancement (1-6 Cursed Energy). As a bonus action, the curse can spend up to 6 Cursed Energy to add to its melee or ranged weapon damage rolls for 1 minute. Whenever it hits a target with its weapon, the target takes an extra 4 Necrotic Damage per Cursed Energy spent.

Reload (10 Cursed Energy). The curse creates ammunition and reloads either its Special-Grade Heavy Autocannon or its Heavy Field Gun.

Cursed High Explosives (10 Cursed Energy). While the curse’s Heavy Field Gun is loaded, it can transform the loaded shell into a special one that deals six times as much damage against objects and structures and deals an extra 24 necrotic damage for both instances of damage.

REACTIONS

Cursed Enhanced Body (1-6 Cursed Energy). Whenever the curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to its Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw. The curse has an additional reaction dedicated to this feature.

Human Wall (10/long rest). Upon hitting 0 hit points, the curse can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

Advanced Regeneration. As a Reaction to suffering damage, the curse uses his Advanced Regeneration.

Active Protection System (APS)(5/Reload) The curse is equipped with an APS - essentially, a massive shotgun that shoots projectiles such as missiles and rockets out of the air before they can reach the curse. As a reaction when the curse is hit by a high-caliber explosive projectile that the curse is aware of, the curse can attempt to shoot the projectile out of the air. Roll 1d6. On a 1, the curse is struck normally. On a 5-6, the damage of the attack is reduced to 0. Once the APS has been fired five times, the curse must use an action to reload it before it can be used again.

LEGENDARY ACTIONS

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

Move. The curse may move up to its movement speed without provoking opportunity attacks.

Attack. The curse makes an attack with its Special-Grade Machine Gun.

Regenerate. The curse uses Advanced Regeneration.

Reload. The curse uses Reload.

Autocannon (2 Actions). The curse may fire its Special-Grade Heavy Autocannon.

Feats

Special Grade Curse,Otherworldly Body.

Athletic History, Colossal Physique, 50 Meters in 3 Seconds!,Strong Body, Human Wall, Regeneration, Advanced Regeneration, Improved Body Functions.

Cursed Weapon Wielder.

Immense Cursed Energy, Overflowing Cursed Energy, Advanced Energy Usage.

Cursed Energy Manipulator (x2), Cursed Enhanced Body, Dense Cursed Energy, Cursed Energy Reinforcement, Improved Cursed Energy Output, Cursed Projectiles.

Tough (5e Feat).

Cursed Techniques

When a feature refers to the curse's cursed techniques, it refers to Main Cannon Infusion, Cursed Explosive Ordinance, Cursed High Explosives.

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Heavy Tank 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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