Tank Curse (Jujutsu Kaisen Supplement)

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Tank Curse[edit]

Gargantuan undead (Cursed Spirit), lawful evil


Armor Class 26 (natural armor)
Hit Points 1620 (40d20 + 1200)
Speed 45 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 30 (+10) 6 (-2) 12 (+1) 22 (+6)

Saving Throws Str +13, Con +16, Cha +12
Skills Athletics +19, Intimidation +12, Perception +13
Damage Vulnerabilities radiant
Damage Resistances psychic; bludgeoning, piercing and slashing damage from non-magical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120 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 109 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.

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.

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 (5/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 18 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.

Endurance. Whenever the curse makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

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 13.

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 19 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Chemical, Biological, Radiological and Nuclear Defense (CBRN). AN MBT's crew 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. MBTs are 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 tank nigh-invisible to IR and radar.

Infra-Red Sensors. MBTs also utilize redundant sensors that effectively grant its crew 5 miles of darkvision, which is also immune to the effects of smoke, heavy precipitation, and other vision-inhibiting particulate.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Multiattack: The dedicated gunner makes an attack with the MBT's 120mm cannon or heavy machine gun or uses its smoke grenade launcher, and the machine gunner makes an attack with the light machine gun.

Heavy Field Gun: Ranged Weapon Attack: +12 to hit, range 3,000/12,000 ft., one target. Hit: 165 (30d10) piercing damage. Hit or miss, each creature within 30 feet of the target must make a DC 20 Dexterity saving throw, taking 83 (15d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A heavy field gun has the loading and Armor Piercing (-5) properties, and it deals double damage against objects. After firing this weapon, the loader must reload this weapon as an action before it can fire again. An MBT comes with 50 shots for this weapon.

Heavy Autocannon: +12 to hit, range 400/1,200 ft., one target. Hit: 22 (5d8) piercing damage. The heavy machine gun has the burst fire and reload (100 shots) properties. An MBT comes with 900 shots for this weapon.

Special-Grade Machine Gun: +17 to hit, range 80/240 ft., one target. Hit: 21 (3d6+11) piercing damage + 27 (6d6+6) necrotic damage. The target takes this damage 1d4 times.

BONUS ACTIONS

Reload

REACTIONS

Active Protection System (APS) The MBT 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 tank. As a reaction when the MBT is hit by a high-caliber explosive projectile that the crew is aware of, the crew can attempt to shoot the projectile out of the air. Roll 1d6. On a 1, the MBT is struck normally. On a 5-6, the damage of the attack is reduced to 0. Once the APS has been fired five times, one of the crew must use an action to reload it before it can be used again.

LEGENDARY ACTIONS

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

Feats

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, Dense Cursed Energy.

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

Cursed Techniques

When a feature refers to the curse's cursed techniques, it refers to Mankiller, Death for Fuel, Deafening Roar, Hundred to One.

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The 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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