This Creature is known as a Cursed Spirit
Cursed Entity
The cursed spirit does not require air, food, drink, or sleep.
Nonphysical Resilience
The cursed spirit has resistance to all nonmagical weapon damage.
Cursed Aura
At the start of each of the cursed spirit’s turns, each creature within 10 ft must succeed on a Wisdom saving throw or suffer one effect chosen by the DM:
- Take psychic damage
- Disadvantage on next attack roll
- Frightened until end of next turn
DM-DEFINED CURSED TECHNIQUE
The cursed spirit has 1-3 cursed techniques chosen by DM based on its concept.
Examples:
- Emotion manipulation
- Fear amplification
- Shadow or terrain control
- Body distortion
These abilities should be revealed gradually during combat.
DM-DEFINED WEAKNESS (Must Have)
The cursed spirit cannot be permanently destroyed unless its weakness is fulfilled or discovered
Examples:
- Destroying a cursed object tied to its origin
- Forcing emotional resolution of its “core fear”
- Performing a ritual during combat
- Using a specific damage type under conditions
- Breaking a binding vow-style condition
Cursed Strike (Melee Weapon Attack)
Attack Bonus: Proficiency + STR or CHA
Reach: 5–10 ft.
Damage: 1d8 nectrotic
Cursed Technique (Recharge 5–6)
The cursed spirit unleashes its innate technique.
Effect is DM-defined, but the damage is:
2d6 (DM defined damage)
Targets make a Dexterity or Wisdom saving throw (DM choice).
Cursed Burst (Area Attack)
The cursed spirit releases cursed energy in a radius of 10 ft
Each creature makes a Constitution saving throw:
- Fail: full damage + secondary effect
- Success: half damage
Fear Pulse
Creatures within 10–30 ft must make a Wisdom save or become frightened until end of their next turn.
Reaction Name. Enter the description for your action.
Description
Grade 4, CR 1-3, Minor Encounter/Horror hazard.
Senses
Darkvision 120 ft., Passive Perception (scales by CR)
The DM decides:
Curse Identity
What is this spirit born from?
- Fear of death
- Abandoned places
- Human regret
- War trauma
- Pollution / nature corruption
Ability Flavoring
All abilities should be reskinned to match identity.
Example:
- Fear curse → hallucinations, panic, paralysis
- Fire curse → terrain burns, overheating
- Water curse → drowning, suffocation effects
Discovery-Based Weakness
Players should NOT know the weakness immediately.
Clues should be given via:
- environmental storytelling
- NPC rumors
- combat behavior patterns
Exorcism Rule
At 0 HP, the curse is NOT necessarily destroyed unless:
- its weakness condition is met
OR - an exorcism condition is completed
Otherwise it reforms after 1d4 hours (DM choice)
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