A genuinely dangerous curse, intelligent enough to plan and strong enough to wield a proper cursed technique. Give it a technique that suits its theme (fire, water, manipulation) and adjust the damage type to match.
Medium or Large cursed spirit, chaotic evil
| Stat | Value |
|---|---|
| Armor Class | 14 |
| Hit Points | 90 (12d10 + 24) |
| Speed | 35 ft. |
| Saving Throws | Con +5, Cha +4 |
| Challenge | 6 |
| Cursed Energy | 14 |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 15 (+2) | 11 (+0) | 12 (+1) | 15 (+2) |
Senses passive Perception 11 · Languages Common plus the languages it knew in life
Traits
Cursed Manifestation. Only creatures that can sense cursed energy can perceive or harm the spirit. It is exorcised when reduced to 0 hit points.
Reinforcement. While it has cursed energy remaining, the spirit adds +1 to its AC and to its damage rolls.
Actions
Multiattack. The spirit makes two attacks.
Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 3) damage of a type set by its technique.
Cursed Technique (2 Cursed Energy). The spirit unleashes its signature technique in a 30-foot line or a 20-foot cone. Each creature there makes a DC 13 saving throw (ability set by the technique), taking 22 (4d10) damage of the technique’s type on a failure, or half as much on a success.