Cursed Spirit, Special Grade

A calamity given form - a curse so strong that the grading system barely contains it. A single special-grade spirit can level a city block, and most can expand a Domain. Use it as a campaign-defining boss and give it a full technique of your own design.

Huge cursed spirit, chaotic evil

StatValue
Armor Class18
Hit Points264 (23d12 + 115)
Speed40 ft.
Saving ThrowsStr +11, Con +11, Wis +8, Cha +10
Challenge17
Cursed Energy30
STRDEXCONINTWISCHA
24 (+7)16 (+3)20 (+5)16 (+3)16 (+3)22 (+6)

Senses truesight 60 ft., passive Perception 13 · 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.

Overwhelming Presence. When a creature that can see the spirit starts its turn within 30 feet of it, it must succeed on a DC 18 Wisdom saving throw or be frightened until the start of its next turn.

Reinforcement. While it has cursed energy remaining, the spirit adds +3 to its AC, saving throws, and damage rolls.

Actions

Multiattack. The spirit makes three Rend attacks and one use of its Cursed Technique.

Rend. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (4d10 + 7) damage of a type set by its technique.

Cursed Technique (4 Cursed Energy). The spirit unleashes its signature technique in a 90-foot line or a 60-foot cone. Each creature there makes a DC 18 saving throw, taking 55 (10d10) damage of the technique’s type on a failure, or half as much on a success.

Domain Expansion (Recharge 6, 20 Cursed Energy). The spirit expands its Domain in a 60-foot radius for 1 minute. While it is open, the spirit’s cursed techniques are sure hit (attacks land and saving throws fail automatically) against creatures inside. See Domain Expansion in Intricacies of Sorcery for the full rules.

Reactions

Cursed Guard (3 Cursed Energy). In response to being hit by an attack, the spirit reinforces itself and reduces the damage by 17 (5d6).