Coconut Crab Curse (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Coconut Crab Curse[edit]

Large undead (cursed spirit), unaligned


Armor Class 16 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 20 ft., 10 ft. climb


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 12 (+1)

Saving Throws Str +7, Con +5
Skills Athletics +7, Perception +2
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, poison
Condition Immunities frightened
Senses darkvision, passive Perception 12
Languages
Challenge 3 (700 XP)


Cursed Energy. The curse has 8 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns.

Cursed Attack. The curse's attacks are considered magical.

Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can see the curse. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see you.

Durable Shell. The curse has advantage on saving throws against being knocked prone.

ACTIONS

Multiattack. The Coconut Crab makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Coconut Crab can't use its claw on another target.

Shell Slam (3 Cursed Energy). The Coconut Crab slams its massive shell into the ground, causing a shockwave. Each creature within 10 feet of the Crab must make a DC 15 Strength saving throw or be knocked prone and take 14 (3d6 + 5) bludgeoning damage. On a successful save, the creature takes half as much damage and isn't knocked prone.

BONUS ACTIONS

Regeneration. The curse can spend up to 3 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses it's Regeneration.

Durable Shell (1 Cursed Energy). When taking damage, the curse can reduce it by 20.

Feats. The curse has the following feats:

Regeneration

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The curse is not an official cursed spirit demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsJujutsu KaisenBestiary

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png