Mirror Curse (Jujutsu Kaisen Supplement)

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Mirror Curse[edit]

Large undead (cursed spirit), chaotic evil


Armor Class 18 (natural armor)
Hit Points 324 (24d10 + 132)
Speed 50 ft. fly (hover)


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 9 (-1) 14 (+2) 20 (+5)

Saving Throws Str +6, Con +8, Cha +9
Skills Athletics +6, Perception +6
Damage Vulnerabilities radiant
Damage Resistances poison
Senses passive Perception 16
Languages
Challenge 9 (5,000 XP)


Cursed Energy. The curse has 46 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.

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

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 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 it.

Hard to Kill. 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 it to 0 hit points was radiant damage. The curse may use this feature once per long rest.

Cursed Mirror. Whenever the curse is the target of a cursed energy attack roll or a saving throw from a cursed energy related feature or spell that covers an area, is physical and would touch it, it may pay cursed energy equal to the original cursed energy cost of the feature (before reductions), or triple the level of the spell if it is one to roll a d20. On a 10 or higher, it deflects the effect to a random direction, is unaffected by it, and the effect now targets a different area of the GM's choice, but can't affect the curse. On a 16 or higher, the curse absorbs the cursed technique or spell within it's mirror until the beginning of it's next turn. The curse may spend double the amount of cursed energy it would to roll the d20 to automatically roll a 16.

ACTIONS

Focus. The curse chooses a creature it can see within 120 ft. of it as the target for focusing. Whenever the focused creature would trigger the curse's Cursed Mirror feature, the curse spends half as much cursed energy as it would, it may roll the d20 with advantage, and if it absorbs a cursed technique or spell, using it's Cursed Reflection will not consume it's reaction. Additionally, if the focused creature fails a cursed energy attack roll with a natural 1 against the curse, the curse passes a cursed technique or spell saving throw from the target or it absorbs a cursed technique or spell from the target by rolling a natural 20 with it's Cursed Mirror, it regains cursed energy equal to the amount spent by the focused creature. The curse can only focus on one creature at a time, and focusing on it requires concentration.

BONUS ACTIONS

Regeneration. The curse can spend up to 9 Cursed Energy, regaining hit points equal to 5 times the amount spent.

Cursed Wind Step (3 Cursed Energy). The curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of it's turn.

Cursed Patient Defense (3 Cursed Energy). The curse takes the Dodge action.

REACTIONS

Cursed Reflection. When the curse absorbs a cursed technique or spell with it's Cursed Mirror, it may immediatly shoot it back, targeting a creature or area of it's choice as if it was the original caster of the technique or spell.

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

tenor.gif
A Cursed Spirit Manipulation user using the Mirror Curse to deflect Piercing Blood.

Feats. The curse has the following feats: Immense Cursed Energy, Overflowing Cursed Energy, Strong Body, Cursed Biology (Cursed Mirror, Focus, Cursed Reflection)


Improved Durability. This creature uses the Improved Durability rule.

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