Medium Or Small Fiend, Chaotic Evil
Armor Class 13 natural
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
10 (+0)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120, Passive Perception 10
Languages Understands Abyssal and Common but cannot speak.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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
Actions

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
Bonus Actions

 

Fear Pulse

Creatures within 10–30 ft must make a Wisdom save or become frightened until end of their next turn.

Reactions

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)

Secret_Penguin_B

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