Bound of Soul. All cursed spirits are bound to the one who is cursed, whether intentionally or not, and must remain connected to them at all times. A cursed spirit cannot move farther than 100 ft. from their cursed one.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead
Legendary Resistance (3/Day). If the cursed spirit fails a saving throw, it can choose to succeed instead.
Multiattack. The cursed spirit makes four attacks using either its melee strike or spiritual shock attack for one or both attacks.
Melee Strike. Melee Weapon Attack:+14 to hit, reach 5 ft., 1 target. Hit: 46 (6d12 + 7) bludgeoning, piercing, or slashing damage.
Spiritual Shock. RangedWeapon Attack: +14 to hit, range 20/60 ft., one target. Hit: 33 (4d12 + 7) force damage.
The cursed spirit 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 cursed spirit regains spent legendary actions at the start of its turn.
Detect. The cursed spirit makes a Wisdom (Perception) check.
Strike. The cursed spirit makes a single melee strike attack against a creature in range.
Traversal (Costs 2 Actions). The cursed spirit moves up to its half its movement speed and attacks of opportunity are made at disadvantage against it.
Arcanist (Costs 3 Actions). The cursed spirit casts a spell if it has the spellcasting trait.
Description
Cursed spirits are souls of the dead that could not move on or fears given undeath through sufficient emotional turmoil. These spirits are bound upon creation to a being known as their "cursed one" and cannot and will not separate from them. While mainly an aptly named curse upon those who are haunted by them some try to force their creation and then their will upon the Cursed Spirit making it something akin to a familiar or servant to their now "curse master".
Creating a Cursed Spirit:
When creating a cursed spirit choose the appropriate stat block: lesser (small), average (medium), strong (large), greater (huge), almighty (gargantuan). Then roll once on the Attachment table and once per size category (small starting at once) on the Curse Ability table to determine the Cursed Spirit's additional characteristics. Some Curse Abilities have varying effects on the strength of the cursed spirit as listed in the description of those abilities.
Cursed spirits of any strength can manifest as any size category, this does not change or alter their stat block or abilities, the size category is used to help categorize the different levels of cursed spirits.
Attachment
|
Attachment d10 |
Description |
|
1 |
Love. The cursed one is charmed by the cursed spirit and they are both immune to the charmed condition aside from the previous effect of this feature. The cursed spirit and cursed one can use their reaction to make a single attack against a creature that deals damage to either the cursed spirit or cursed one. |
|
2 |
Hate. The cursed one is frightened of the cursed spirit and the cursed spirit is immune to the frightened condition. The cursed spirit can cast hunter’s mark not requiring concentration on a creature once per long rest. |
|
3 |
Anger. The cursed spirit can make an extra attack on its turn using a bonus action when it scores a critical hit or reduces an enemy creature to 0 hit points. |
|
4 |
Pain. When the cursed spirit or cursed one takes damage from a weapon or spell attack they may use their reaction to deal double the received damage to the attacking creature as psychic damage. They both cannot use this reaction within the same round. |
|
5 |
Fear. Creatures that come within 30 feet of the cursed spirit or cursed one must make a Wisdom saving throw (DC 8+ 2xwisdom modifier) or be frightened of the cursed spirit until the end of their next turn. Creatures who succeed on this saving throw three times before three failures become immune to this effect for 24 hours. The cursed spirit has advantage on attack rolls against creatures frightened of it. |
|
6 |
Betrayal. The cursed spirit signifies great betrayal and forces this unto others. Creatures who attack this cursed spirit must succeed on a charisma saving throw (DC 8+ 2xwisdom modifier) or redirect their attack to an allied creature in range. Succeeding on this saving throw makes a creature immune to this effect for 1 hour. |
|
7 |
Envy. Cursed spirits of envy hold disdain towards their cursed one or those around them. As a reaction they can steal the effect of a class feature or spell when it is used by any creature within 30 feet of it. This ability recharges on a roll of 6 on a d6 made at the start of the cursed spirit’s turn. |
|
8 |
Greed. The stronger and more malicious cousin of envy, greed cursed spirits take what they desire and hold onto it with obsessive intent. Their desires are far and wide depending on the spirit. As a bonus action when they deal damage they may attempt a grapple check and on success they steal one item from the creature or 1d4 (small), 1d6 (medium), 1d8 (large), 1d10 (huge), 1d12 (gargantuan) hit points that are absorbed by the cursed spirit. Items stolen are trapped inside the creature and it can use them with proficiency (if anatomically possible) while hitpoints stolen lower the target creature’s max hitpoints by the amount rolled until the cursed spirit is defeated. Magic items stolen are considered attuned to the cursed spirit while in its possession and it ignores attunement requirements. |
|
9 |
Pride. Cursed spirits of pride are boastful and unrelenting. Whenever the cursed spirit scores a critical hit or reduces a creature’s hitpoints to 0 it gains temporary hitpoints equal to its CR. The cursed one of this cursed spirit also gains this feature. |
|
10 |
Disgust. Disgust cursed spirits are revolted by others and reviled by others. Their bodies give off putrid odors or are laced with horrifying and grotesque parts that churn the stomach of those who see them yet they see themselves as beautiful and perfect. Creatures within 30 feet of the cursed spirit must make a constitution saving throw (DC 8+ 2xwisdom modifier) or become poisoned until the end of their next turn. Succeeding on the saving throw makes a creature immune to this effect for 1 day. |
Cursed Ability
|
Cursed Ability d20 |
Description |
|
1 |
Elemental Claws: Melee attacks made by the cursed spirit deal an extra 1d4 (small), 2d4 (medium), 3d4 (large), 4d4 (huge), 5d4 (gargantuan) damage decided by the dm or by rolling a d8 on the list below.
On cursed spirits with multiple cursed abilities ignore rolls of 1 on the cursed ability chart if they already possess this feature. |
|
2 |
Debilitating Shock: The cursed spirit’s spiritual shock attack causes targets to make a saving throw or be subject to a condition determined on the provided table or chosen by the dm. The table lays out the condition and what saving throw creatures make to ignore this effect, all dc’s are calculated the same (DC 8+ 2xwisdom modifier) and the durations are all until the end of the creature’s next turn.
|
|
3 |
Gangly: The cursed spirit’s body has extra long appendages or some extra appendage capable of attack. Its melee strike attack has a range of 10 feet or 15 feet if the actual size category of its actual manifestation is huge or gargantuan. |
|
4 |
Reflective Skin: When subjected to a saving throw or attack against a spell or magical effect that only targets the cursed spirit, or the magic missile spell, and it rolls a natural 20 the effect or spell is reflected back at the caster/creature using the original save DC or attack bonus. |
|
5 |
Shadow Born: The cursed spirit has advantage on all attack rolls and saving throws while in darkness and disadvantage on all attack rolls and saving throws while in bright light. This cursed spirit can completely mask its presence while living in a shadow and cannot be detected while doing so unless through use of magic 5th level or higher or similar and greater effects. |
|
6 |
Leech: The cursed spirit thrives off the life force of others. Whenever the cursed spirit deals damage with its melee strike or spiritual shock attack it regains hitpoints equal to half of the damage dealt. This only applies to the base damage of the attack and is not affected by any feature the cursed spirit has that increases the damage of those attacks. |
|
7 |
Accelerated: The cursed spirit doubles its movement speed and does not provoke opportunity attacks. |
|
8 |
Strong of Mind: The cursed spirit adds 1 (small), 2 (medium), 3 (large), 4 (huge), 5 (gargantuan) to its wisdom, intelligence, and charisma saving throws. |
|
9 |
Strong of Body: The cursed spirit adds 1 (small), 2 (medium), 3 (large), 4 (huge), 5 (gargantuan) to its strength, dexterity, and constitution saving throws. |
|
10 |
Independent: The cursed spirit does not need to be bound to a cursed one and needs to stay within 1 mile of its cursed one if bound to one. |
|
11 |
Arcanist: The cursed spirit gains the spell casting ability and spell levels based on its category. The DM chooses whether the cursed spirit draws spells from the Druid, Cleric, Sorcerer, Warlock, or Wizard spell lists and uses that class’ appropriate spellcasting ability modifier to determine spell attack bonus and spell save DC’s.
|
|
12 |
Resistant Hide: The cursed spirit gains resistance to a random damage type determined below. If it is a (gargantuan) cursed spirit this instead grants immunity and any resistance it already has turns into immunities. D8
|
|
13 |
Magic Resistance: The cursed spirit has advantage on saving throws against spells and magical effects. |
|
14 |
Unbreakable: The cursed spirit gains a bonus of +1 (small and medium), +2 (large and huge), +3 (gargantuan) to their armor class |
|
15 |
Greater Attachment: The cursed spirit rolls another die on the attachment table ignoring results of attachments it already possesses. |
|
16 |
Void Walker: As a bonus action the cursed spirit can teleport to a lace it can see within 30 feet or back to its cursed one. |
|
17 |
Cursed Presence: Any creature that fails a saving throw against an effect granted by the cursed spirit’s attachment suffers from the paralyzed effect while suffering any other effect from the feature. This condition is removed when the creature removes the other conditions or from a lesser restoration spell or similar magic. |
|
18 |
Traversal Aspect: The cursed spirit gains either a swim, fly, burrow, or climb speed of 20 (small), 30 (medium), 40 (large), 50 (huge), 60 (gargantuan) ft. |
|
19 |
Eternal: When reduced to 0 hit points the cursed spirit manifests again in 2d4 weeks within 30 feet of its cursed one or at the place it was killed otherwise. This ability does not work if the cursed spirit’s corpse becomes the point of casting for a Hallow spell or similar magic of 5th level or higher, or if the cursed spirit is killed by the cursed one. |
|
20 |
Domain Expansion: As an action the cursed spirit creates a space surrounding it that is 10 ft. (small), 15 ft. (medium), 20 ft. (large), 25 ft. (huge), 30 ft. (gargantuan) in radius. It must use its bonus action on subsequent turns to maintain the area and creatures within this radius gain vulnerability to all damage dealt by the cursed spirit. If the cursed spirit takes damage it must make a constitution saving throw to maintain this area as if concentrating on a spell. |
-
View User Profile
-
Send Message
Posted Apr 4, 2022Yyyyyooooooo! This is very nice! I really like this and can't wait to force my lvl 1 characters to fight it.
-
View User Profile
-
Send Message
Posted Apr 6, 2022Thanks! I made a tiered group of them this being the "apocalypse" level version!