Large Fiend, Chaotic Evil
Armor Class 20 Natural
Hit Points 253 (22d12 + 110)
Speed 40 ft., May have a fly speed of 40-60 ft (If concept allows). Special grade curses have an alternative movement (teleport, phase, swim, etc.)
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120, Passive Perception 13
Languages Understands Abyssal and Common but cannot speak. special grade curses may be able to speak according to the DM (or telepathy 60 ft. at DM's choice)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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
  • Memory interference

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:

2–3 attacks (DM choice)

Cursed Strike (Melee Weapon Attack)

Attack Bonus: Proficiency + STR or CHA
Reach: 5–10 ft.
Damage: 4d10 necrotic + secondary effect (DM choice)

Cursed Technique (Recharge 5–6)

The cursed spirit unleashes its innate technique.

Effect is DM-defined, but the damage is:

10d6 + condition effect (DM defined damage type)

Targets make a Dexterity or Wisdom saving throw (DM choice).

Cursed Burst (Area Attack)

The cursed spirit releases cursed energy in a radius of 30 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.

Vengeful Trigger

When reduced below half HP, the cursed spirit immediately uses Cursed Burst as a reaction.

Legendary Actions

The cursed spirit can take 2 Legendary Actions per round.

Move

Move up to half its speed without provoking opportunity attacks.

Cursed Strike

Make one melee attack.

Curse Pulse (Costs 2 Actions)

Force all creatures within 15 ft. to make a Wisdom save or take psychic damage and be frightened.

Description

Special Grade,     CR 15-17,     Big Ass Boss

 

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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