Rope Curse (Jujutsu Kaisen Supplement)

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Rope Curse[edit]

medium undead (Cursed Spirit), chaotic evil


Armor Class 17 (natural armor)
Hit Points 52 (8d8+20)
Speed fly 45 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 12 (+1)

Saving Throws Dex +5
Skills Athletics +6, Stealth +5
Damage Vulnerabilities radiant
Damage Resistances Nonmagical slashing, piercing, and bludgeoning, Psychic
Damage Immunities poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., passive Perception 10
Languages
Challenge 4 (1,100 XP)


Cursed Energy. The curse has 12 cursed energy that it can use to fuel its abilities. All of its 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 its turns.

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

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.

Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there.

Hard to Kill (1/long rest). If the 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.

False Appearance. While the curse remains motionless and isn't flying, it is indistinguishable from normal rope. It may make its first attack against a creature with advantages if it was previously motionless.

ACTIONS

Multiattack. The curse makes two attacks.

Rope Whip. Melee Weapon Attack: +6 to hit, reach 50 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the curse can constrict up to 5 targets.

BONUS ACTIONS

Regeneration. The curse can spend up to 3 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

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


Feats

Regeneration.

Improved Durability. This creature uses the Improved Durability rule

Not Canon. The Rope 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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