Medium Monstrosity, Chaotic Evil
Armor Class 5 Natural Armor
Hit Points 52 (5d10 + 25)
Speed
STR
5 (-3)
DEX
8 (-1)
CON
9 (-1)
INT
5 (-3)
WIS
10 (+0)
CHA
4 (-3)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 25
Languages Common + additional languages known to the vessel.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Unique Traits.

Possession. The 'Curse King' has the ability to possess the body of it's vessel, periodically taking control based on its current strength. The more power the 'Curse King' regains, the more control he gains over his vessel. If a large amount of power is gained at once, the 'Curse King' will likely gain control for an extended period of time. If the vessel's base WIS score is less than 20, the vessel will permanently lose control, effectively dying. If the vessel's base CON score is less than 20, the vessel won't be strong enough to contain the 'Curse King', and start to break at the seams, slowly killing them. If defeated, the vessel will gain access to all actions used by the 'Curse King', as well the use of the 'Curse Meter'. Damage scales based on how much power is regained (#/20), meaning damage is reduced by how much power is currently regained. The 'Curse King' cannot be fought and defeated until a majority of power has been regained and can will be fought within the vessel's inner world, fighting for control. If more power is regained, the use of abilities will be lost until the 'Curse King' is defeated once again.

Cursed Manipulation. The 'Curse King' manipulates their curse power to gain access to the 'Curse Meter'. Stronger attacks utilizes the 'Curse Meter' to activate, and can be filled by using Dismantle, Cleave, or a melee attack. The 'Curse Meter' fills by 5 for every successful attack made by the following methods, and caps at 100. 

Power Swarm. The 'Curse King' will increase his Armor Class, Hit Point Die, and Hit Point Modifier based on the amount of power regained (#/20). Armor Class will be increased by 1 per power regained/20, Hit Point Die will be increased by 1 per power regained/20, and Hit Point Modifier will be increased by 25 per regained power/20. When manifesting inside a vessel, these bonus's are stacked with the vessel's base stats. All Ability Scores are increased by 1 per power regained/20. Additionally, the 'Curse King's challenge rating will increase by 1 per regained power/20, and will increase up to 30 after regaining full power (20/20). 

Actions

Dismantle. Ranged Weapon Attack: +12 to hit, reach 0/100 ft., 1 target. Hit: 3 (2d4 + 2) Magical Slashing damage. Deals x1.5 against objects or monsters.

Cleave. Ranged Weapon Attack: +12 to hit, range 0/100 ft., 1 target. Hit: 3 (2d4 + 2) Magical Slashing damage. Deals x1.5 against humans or humanoids.

Tetrify. Ranged Weapon Attack: +18 to hit, range 5/15 ft., 1 target. Hit: 10 (2d4 + 2) Magical Slashing damage. Cuts target into cubes, similar to Tetris. Cuts in 5 horizontal slashes and 5 vertical slashes.  Requires 25 'Curse Meter' to activate. Requires 5/20 power regained to use.

Flame Arrow. Ranged Weapon Attack: +20 to hit, range 25/100 ft., all targets. Hit: # (10d20 + 50) Fire damage. Creates an enormous column of fire that spans 50 ft. in diameter. All targets inside will be attack; this attack cannot effect the caster. Requires 75 'Curse Meter' to activate. Requires 10/20 power regained to use.

Malevolent Shrine. Summoning Attack: Guaranteed to hit, range 0/100 ft., all targets. Hit: 25 (2d4 + 2) Magical Slashing damage. The 'Curse King' summons forth the Malevolent Shrine, an area 100 ft. in diameter with the shrine in the middle. All opponents are trapped within the Shrine's range with take damage at the beginning of their turn for as long as they stay within the range. A combination of Dismantle and Cleave is used on mass, dealing a large amount of damage all targets. While inside the Shrine's range, the 'Curse King' will gain the following benefits: Resistance to all damage, advantage on all attacks. Ends after 4 turns, requires 100 'Curse Meter' to activate. Requires 15/20 power regained to use.

World Cutting Slash. Ranged Weapon Attack: +35 to hit, range 10/100 ft., all targets. Hit: (10d100 + 100) Magical Slashing damage. Creates an expanding horizontal slash; the slash starts as 5 ft wide, but widens 5 ft for every 10 ft traveled, up to 100 ft. Requires 100 'Curse Meter' to activate. Requires 20/20 power regained to use.

Bonus Actions

Curse Healing. The 'Curse King' automatically regenerates 5% of maximum Hit Points at the beginning of every turn. Additionally, the 'Curse King' can use a bonus action to heal using 15% of the 'Curse Meter', restoring 15% of maximum Hit Points. Requires 5/20 power to use.

Reactions

Counter Dismantle/Cleave. Using a reaction, the 'Curse King' can unleash a 'Dismantle' or 'Cleave' at a projectile in an attempt to stop it. The 'Curse King' and the projectiles caster roll a d20+Wis modifier against each other; the higher roll goes through the other and cancel each other if tied.

Description

This monster is based on Ryomen Sukuna from Jujutsu Kaisen. The 'Curse King' will appear on the vessels face as markings when in control, not changing the vessels appearance other than that.

MagicDestoyer777

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