Singing Clergyman Curse (Jujutsu Kaisen Supplement)
Singing Clergyman[edit]
Medium construct (Cursed Spirit), chaotic evil Armor Class 18 (Unarmored Defense)
Saving Throws Wis +10, Cha +6 Cursed Energy. The Singing Clergyman Curse has 80 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 Strike (1-6 Cursed Energy). The Singing Clergyman Curse can, when making an unarmed strike, add 1d12 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. Cursed Armor (1-6 Cursed Energy). The Singing Clergyman Curse can give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Singing Clergyman Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Curse-Empowered Strikes. The Singing Clergyman Curse deals an additional 6 (1d12) necrotic damage whenever it attacks with an unarmed strike (already included). Additionally, its attacks are considered magical. Cursed Energy Recovery. The Singing Clergyman Curse gains 1 Cursed Energy at the beginning of each of its turns in combat. This combat must be one where its life is at risk. Construct Nature. The Singing Clergyman Curse doesn’t need to eat, drink, breathe, or sleep. Hard to Kill (2/long rest). If the Singing Clergyman Curse is reduced to 0 hit points but not killed outright, it can choose to drop to 1 hit point instead and is considered stable. Invisible Force. Creatures without levels in the Jujutsu Sorcerer or Heavenly Restriction class or who cannot see into the ethereal plane cannot see the Singing Clergyman 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. Your Fears Become Real. Whenever the Singing Clergyman Curse rolls a skill check related to singing, it does so with advantage. Improved Body Functions. The Singing Clergyman Curse reduces all radiant damage it receives by 16 (to a minimum of 1). Peculiar Build. The Singing Clergyman Curse gains advantage on all checks and saves to resist the restrained or grappled conditions. Elongated Limbs. The Singing Clergyman Curse melee weapon attacks gain an additional 5 feet of reach (already included). Advanced Elongated Limbs. The Singing Clergyman Curse melee weapon attacks gain an additional 10 feet of reach (for a total of 15 feet which is already included). Additionally, it has advantage on checks to grapple and can grapple creatures up to 10 feet away from it and it can use items, open doors, and pick up or set down objects up to 10 feet away without leaving its current position. Cursed Enhanced Body. As long as the Singing Clergyman Curse has 1 cursed energy or more, it may add 2 to its attack and damage rolls with unarmed strikes or weapons it's proficient with (already applied). Inhuman Design. The Singing Clergyman Curse gain the following benefits to it's vitality:
Mechanical Physique. The Singing Clergyman Curse physique is far stranger than average, granting it the following bonuses:
ACTIONSMulti Attack. The Singing Clergyman Curse can make 3 attacks with its Unarmed Strike, or two Unarmed Strikes and one Haunting Song Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) bludgeoning and 6 (1d12) necrotic damage. Instead of dealing damage, the Siren Head Curse may make a contested Athletics check with advantage against the target's Athletics or Acrobatics, making them grappled if the Siren Head Curse roll is higher. Haunting Song (2-8 Cursed Energy) The Singing Clergyman Curse fires a wave of distorted sounds which resemble a choir’s singing at a creature it can see within 40 feet. The target must roll a DC 18 Constitution saving throw. On a failure, the target takes 11 (2d10) thunder damage per CE spent and is deafened until it's next turn. On a success, the target takes half damage and isn't deafened. Unending Encore. (6 Cursed Energy) The Singing Clergyman Curse lets out a wave of beautiful song, which all creatures within a mile of it can hear. All those who hear the song must roll a DC 18 Wisdom saving throw. On a failure, it is motivated to move towards the source of the sound, and is charmed by the Singing Clergyman Curse for 1 minute. A creature may repeat this saving throw at the end of it's turns. For every turn after a creature has been charmed by the Singing Clergyman Curse, they are required to roll a DC 17 Wisdom saving throw. On a failure, they remain under the spell of the Singing Clergyman Curses song, suffering the following effects: They are unable to take short or long rests, are unable to concentrate on any spellcasting features, and are unable to fall asleep through any means. On a success, they are no longer under the effects of the song and suffer no ill effects. The effects of the song also end if the Singing Clergyman is killed. BONUS ACTIONSMartial Arts. When the Singing Clergyman Curse uses the Attack action with an unarmed strike on its turn, it can make one unarmed strike or attack with a one-handed weapon. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on its turn, the Singing Clergyman Curse can perform two unarmed strikes or melee weapon attacks. Cursed Patient Defense (3 Cursed Energy). The Singing Clergyman Curse can take the Dodge action. Cursed Wind Step (3 Cursed Energy). The Singing Clergyman Curse can take the Disengage or Dash action on its turn, and its jump distance is doubled until the end of its turn. Explosive Blow (8, 10 or 14 Cursed Energy). The Singing Clergyman Curse concentrates on channelling a very condensed portion of its cursed energy into either its limbs or a weapon for 8 cursed energy. For 1 minute after it performs this bonus action, the next melee attack it lands adds half of its attacks’ damage dice (rounded down) as extra damage onto the damage roll for its attack. If the Singing Clergyman Curse receives damage from any source, it must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Singing Clergyman Curse lands a melee attack, it may expend 10 cursed energy to add half of its damage dice (rounded down) to the damage roll of its attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that the Singing Clergyman Curse uses with this feature will instead add its attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Singing Clergyman Curse's attacks' ability modifier or Charisma modifier times 10 in a direction of its choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Singing Clergyman Curse's attack’s damage roll instead. Advanced Regeneration (1-10 Cursed Energy). The Singing Clergyman Curse regains hit points equal to 15 times the amount of cursed energy spent. Cursed Energy Concealer. The Singing Clergyman Curse may Hide, making a Stealth check. For the next 10 minutes, wherever it passes through it will not leave its cursed energy tracks behind carelessly, so any person that tries to track or sense its remains will need to be successful on a contested check against what it rolled +4, if they have any ability or feature that would allow them to track its cursed energy, and if not they can't track it at all. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Singing Clergyman Curse uses its Advanced Regeneration. Cursed Enhanced Body (1-6 Cursed Energy). Whenever the Singing Clergyman Curse makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, it may add the number of energy spent as a bonus to the saving throw. |
The Singing Clergyman Curse has 20 levels in the Jujutsu Sorcerer class.
When a feature refers to the Singing Clergyman Curse's cursed technique, it refers to Haunting Song and Unending Encore.
Colossal Physique, Strong Body, Resilient, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology, Athlete History, Human wall. Slam Master, Cursed Martial Artist. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Advanced Energy Usage. Cursed Energy Manipulator, Cursed Enhanced Body. Improved Durability. This creature uses the Improved Durability rule. Not Canon. The Singing Clergyman 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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