Medium Fiend, Chaotic Evil
Armor Class 16 natural
Hit Points 136 (16d10 + 48)
Speed 40 ft., climb speed of 30 ft
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120, Passive Perception 12
Languages Understands Abyssal and Common but cannot speak. (or telepathy 60 ft. at DM's choice)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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 30 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

Multiattack

The cursed spirit makes a number of attacks labelled below:

2 attacks

Cursed Strike (Melee Weapon Attack)

Attack Bonus: Proficiency + STR or CHA
Reach: 5–10 ft.
Damage: 2d10 necrotic

Cursed Technique (Recharge 5–6)

The cursed spirit unleashes its innate technique.

Effect is DM-defined, but the damage is:

6d6 (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 20 ft

Each creature makes a Constitution saving throw:

  • Fail: full damage + secondary effect
  • Success: half damage
Bonus Actions

Fade Step

The cursed spirit becomes invisible or partially intangible until the start of its next turn.

Curse Surge

The cursed spirit gains temporary hit points equal to its CR × 5.

Fear Pulse

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

Reactions

Cursed Guard

When hit by an attack, the cursed spirit reduces damage by 1d10 + CON modifier.

 

Description

Grade 2,     CR 7-10,     Dangerous Elite Enemy

 

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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