Traffic Curse (Jujutsu Kaisen Supplement)
Traffic Curse[edit]
Gargantuan undead (cursed spirit), chaotic evil Armor Class 22 (Unarmored Defense)
Saving Throws Str +13, Con +12, Cha +11 Cursed Energy. The Traffic Curse has 105 Cursed Energy to spend on its features. Cursed Energy Recovery. The Traffic Curse gains 1 Cursed Energy at the beginning of each of its turns. Hard to Kill(2/long rest). If the Traffic 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. This feature does not work if the damage that had reduced them to 0 hit points was radiant damage. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Traffic 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 the Traffic Curse. Famous Name. Whenever the Traffic Curse rolls initiative, they may force every hostile creature that can see them to make a DC 19 Wisdom saving throw. On a failure, they are frightened of it 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. Sadism. Whenever the Traffic Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 19. Equine Physique. When the curse uses its action to Dash, it gains an additional 10 ft. to its movement speed and can use a bonus action to make one unarmed strike or shove against a creature. Its unarmed strike gains a bonus +3 to their attack and damage rolls. Its shove attempt gains a +6 bonus to the skill check. Superior Musculature. The curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally its jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb. Eyes Of The Supernatural. The curse can see normally through darkness caused by supernatural and non-supernatural effects. Cursed Armor. Traffic Curse can spend up to 5 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). The Traffic Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Cursed Strikes. When making an Unarmed Strike, the Traffic Curse may spend up to 6 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until a creature hits a target or 1 minute has passed. Brawn. Whenever the Traffic Curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Attacks. The Traffic Curse's attacks are considered magical. Curse Resistance. The curse has advantage on saving throws against spells, cursed techniques, and other magical/cursed energy effects. Colossal Physique. Once per turn as part of a successful unarmed strike, the Traffic Curse forces the target to make a DC 21 Strength saving throw. On a failure, they are knocked back 80 feet in a direction of its choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 4 (1d6) bludgeoning damage per every 10 feet the creature travelled before colliding with the surface. If it was another creature, they instead both take damage equal to half the Traffic Curse's unarmed strikes damage roll instead (rounded down). If the unarmed strike was a critical hit and you use this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack. Strong Body. The Traffic Curse reduces all non-magical damage it takes but psychic by 6. If the Traffic Curse is benefitting from cursed armor, they also reduce magical damage. Human Wall. The Traffic Curse has advantage against Constitution saving throws. Improved Body Functions. All radiant damage that the Forest Fire Curse receives is reduced by 15. 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 Traffic Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom ability check, it may use its Charisma as its ability score for the check if it was higher. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Traffic Curse can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Immensity. The Traffic 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 110 (20d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round. Siege Monster. The Traffic Curse deals twice as much damage to objects and structures. Legendary Resistance(3/day). If the Traffic Curse fails a saving throw, it can choose to succeed instead. Vehicle Controlling (6 Cursed Energy). The Traffic curse can spend a free action to control one or more of its vehicles. The vehicles then move itself up to a place equal to twice their normal movement speed, as the curse boosts them with cursed energy. If they pass by a creature's space, the creature must make a DC 19 Dexterity saving throw. On a failure, they take 110 (20d10) bludgeoning damage and are knocked prone. On a success, they take half as much damage and aren't knocked prone. Creatures can only be targeted to a certain number of vehicles at a time due to their size. Medium size creatures and smaller can only be targeted by up to two vehicles, Large size creatures can only be targeted by up to three, Huge size creatures can only be targeted by up to four, and Gargantuan size creatures can only be targeted by up to five. ACTIONSMultiattack. The Traffic Curse makes three Unarmed Strikes or Bites. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage + 15 (2d12 + 3) necrotic damage. The target must also make a DC 21 Strength saving throw or become grappled. They have disadvantage on breaking grapples with the curse while grappled this way. It may only have one creature grappled this way at a time. Unarmed Strikes. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 40 (6d10 + 7) bludgeoning damage + 15 (2d12 + 3) necrotic damage. Vehicle Summoning (5 Cursed Energy). The Traffic Curse summons up to 5 land vehicles that are of Uncommon rarity or lower within 100 feet of itself, choosing to summon them in points of its choice. Those vehicles last for one minute, or until they are destroyed. It cannot have more than 10 vehicles at a time. Vehicle Highjacking (5 Cursed Energy). The Traffic Curse takes control of land vehicles that are of Uncommon rarity or lower within 200 feet of itself, choosing to summon them in points of its choice. These vehicles count for the sake of Vehicle Controlling. It cannot have more than 10 vehicles at a time. Road Rage (10 Cursed Energy). All creatures within 120 feet of the curse that aren't resistant or immune to psychic damage must make a DC 19 Intelligence saving throw or take 130 (20d12) psychic damage and become Berserk for the next minute as a deep rage fills them or half damage on a success and they do not become Berserk. Any creature who has become Berserk by this ability can only target Vehicles summoned or controlled by the Traffic Curse. Additionally, they also have disadvantage on the saving throw from Vehicle Controlling. BONUS ACTIONSAdvanced Regeneration. The Traffic Curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Traffic Curse can perform two Unarmed Strikes as a bonus action. Cursed Patient Defense(3 Cursed Energy). The Traffic Curse can take the Dodge action on it's turn. Cursed Wind Step(3 Cursed Energy). The Traffic Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. Red Light (5 Cursed Energy). The Traffic Curse summons a large traffic light shining a bright red color, making all creatures within a 100 foot-radius that can see it make a Intelligence saving throw. On a failure, they take 55 (10d10) psychic damage and are paralyzed for 1 minute. On a success, they take half as much damage and aren't paralyzed. They may remake the saving throw at the beginning of their turns, ending it early on a success, or retaking the psychic damage and staying paralyzed on a failure. It also ends early if they take damage from an outside source. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Traffic Curse uses its Advanced Regeneration. Human Wall (6/long rest). As a reaction upon hitting 0 hit points, the Traffic Curse rolls a 12 (1d12 + 6). It regains the amount rolled in hit points. Cursed Enhanced Body. Whenever the Traffic Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 5 cursed energy modifier to add the number of energy spent as a bonus to the saving throw. It may use this reaction twice per round. Vehicle Parry (3 Cursed Energy). As a Reaction to either suffering damage or a condition from a moving attack while within 30 ft. of one of its summoned vehicles, the curse may move the vehicle to it and redirect the damage onto the vehicle. The vehicle takes the full damage and is considered the target of the attack instead of the curse. If the vehicle drops to 0 hit points, the curse takes any remaining damage. LEGENDARY ACTIONSThe Traffic 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 Traffic Curse regains spent legendary actions at the start of its turn. Evasive Attack. The Traffic Curse moves up to half its movement and can make one Unarmed Strike or Bite. Advanced Regeneration. The Traffic Curse uses its Advanced Regeneration. Red Light (Costs 2 actions). The Traffic Curse uses Red Light. Vehicle Controlling (Costs 3 actions). The Traffic Curse uses Vehicle Controlling. |
The Traffic Curse has 19 levels in the Jujutsu Sorcerer class.
When a feature refers to the Traffic Curse's curse biology, it refers to Vehicle Highjacking.
When a feature refers to the Traffic curse's cursed technique, it refers to Vehicle Summoning, Vehicle Controlling, Road Rage, Vehicle Parry, and Red Light.
Athletic History, Colossal Physique, Regeneration, Advanced Regeneration, Strong Body, Human Wall, Improved Body Functions, Cursed Biology. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy. Cursed Enhanced Body, Cursed Energy Reinforcement,Improved Cursed Energy Output. |
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