Mothman Curse (Jujutsu Kaisen Supplement)

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Mothman Curse[edit]

Medium undead (Cursed Spirit), chaotic neutral


Armor Class 23 (Unarmored Defense)
Hit Points 700 (40d10 + 480)
Speed 200 ft., 200 ft. fly


STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 22 (+6) 10 (+0) 16 (+3) 22 (+6)

Saving Throws Dex +13, Wis +9, Cha +12
Skills Acrobatics +13, Nature +6, Perception +15, Sleight of Hand +13, Stealth +19
Damage Vulnerabilities radiant
Damage Resistances poison, psychic
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 25
Languages
Challenge 18 (20,000 XP)


Cursed Energy. The Mothman Curse has 97 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Strike (1-6 Cursed Energy). The Mothman Curse can, when making an unarmed strike, add 1d12 necrotic damage to its attack per Cursed Energy spent. It can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until it hits a target or until 1 minute passes.

Cursed Armor (1-6 Cursed Energy). The Mothman Curse can give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Mothman Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Curse-Empowered Strikes. The Mothman Curse deals an additional 6 (1d12) necrotic damage whenever it attacks with an unarmed strike (already included). Additionally, its attacks are considered magical.

Evasion. Whenever the Mothman Curse makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Cursed Energy Recovery. The Mothman Curse gains 1 Cursed Energy at the beginning of each of its turns in combat. This combat must be one where its life is at risk.

Peak of Speed. The Mothman Curse can take the Dash action as a free action.

Undead Nature. The Mothman Curse doesn’t need to eat, drink, breathe, or sleep.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer or Heavenly Restriction class or who cannot see into the ethereal plane cannot see the Mothman 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 it.

Hard to Kill (2/long rest). If the Mothman Curse is reduced to 0 hit points but not killed outright, it can choose to drop to 1 hit point instead and is considered stable.

Famous Name. Whenever the Mothman Curse rolls initiative, it may force every hostile creature that can see it to make a DC 20 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Your Fears Become Real. Whenever the Mothman Curse rolls a skill check related to moths, it does so with advantage.

Sadism. Whenever the Mothman Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 20.

Wicked Claws. The Mothman Curse's claws inflict an extra damage die on critical hits it scores with them. Additionally once per turn when it hits a creature with its claws the Mothman Curse can reduce the speed of the target by 10 feet until the start of its next turn.

Eyes Of The Supernatural. The Mothman Curse can see normally through darkness caused by supernatural and non-supernatural effects.

Cloven Feet. The Mothman Curse gains an additional 10 feet of movement whenever it takes the Dash action.

50 Meters In 3 Seconds! The Mothman Curse has 2 reactions per round.

Untraceable Speed If an action or feature increases any of the Mothman Curse's speeds, it is further increased by 35 feet.

Strong Body. The Mothman Curse will reduce all damage it takes but psychic or thunder by 6. Attacks using Cursed Energy or magic can bypass this unless it uses Cursed Armor.

Improved Body Functions. All radiant damage that the Mothman Curse receives is reduced by 16.

Nocturnal Nature. When the Mothman Curse is in Dim Light or Darkness it counts as invisible and has advantage on Dexterity (Stealth) checks.

Sneak Attack. Once per turn when the Mothman Curse has advantage on an attack roll, the attack deals two additional damage dice.

Acrobatic Fighter.

  • The Mothman Curse may calculate his jump distance and height with its Dexterity score.
  • The Mothman Curse's jump distance and height is doubled.
  • Whenever the Mothman Curse makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, it may use it to leverage a powerful attack against his opponent, dealing an additional damage die of its unarmed strike. If there are not any solid surfaces, it may use half its movement speed to drop to the ground on its hands, extending its legs up and making a powerful kick.
  • Once per turn, whenever the Mothman Curse falls onto a creature, make a DC 10 Acrobatics check. On a success, it may make one unarmed strike against that creature.

Taijutsu Sorcery. Once per turn, the Mothman Curse can make an unarmed strike or a martial weapon attack with advantage. If it already had advantage on the unarmed strike or martial weapon attack, it raises the critical hit range for the attack by 1.

Cursed Enhanced Body. As long as the Mothman Curse has 1 cursed energy or more, it may add 3 to its attack and damage rolls with unarmed strikes or weapons it's proficient with (already applied).

ACTIONS

Multiattack. The Mothman Curse can make 3 attacks with either its Claws, Bite or Wings.

Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing and 6 (1d12) necrotic damage.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing and 6 (1d12) necrotic damage and target must make a DC 16 Strength saving throw. On a failure, they are grappled by the Mothman Curse and it may not bite another creature but the grappled creature.

Wings. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) bludgeoning and 6 (1d12) necrotic damage.

Piercing Gaze (3 Cursed Energy). The Mothman Curse opens its eyes widely, seemingly staring deep into the soul. Choose a creature the Mothman Curse can see within 60 ft. The target must roll a DC 20 Wisdom saving throw. On a failure, the target takes 57 (8d12) psychic damage and is confused for 1 minute. On a success the target takes half damage and is not confused. The creature can remake this saving throw at the beginning of their turns, ending the condition on a success.

Pheromone Spread (6 Cursed Energy) (Recharge 5-6). The Mothman Curse flaps its wings, spreading pheromones in a 20 ft. circle centered on itself. Every hostile creature inside the circle must make a DC 20 Constitution saving throw or be charmed by the Mothman Curse for 1 minute. Creatures can remake this saving throw at the beginning of their turns, ending the condition on a success.

BONUS ACTIONS

Martial Arts. When the Mothman Curse uses the Attack action with an unarmed strike on its turn, it can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on its turn, the Mothman Curse can perform two unarmed strikes or melee weapon attacks.

Cursed Patient Defense (3 Cursed Energy). The Mothman Curse can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Mothman Curse can take the Disengage or Dash action on its turn, and its jump distance is doubled until the end of its turn.

Explosive Blow (8, 10 or 14 Cursed Energy). The Mothman Curse concentrates on channeling a very condensed portion of its cursed energy into either its limbs or a weapon for 8 cursed energy. For 1 minute after it performs this bonus action, the next melee attack it lands adds half of its attacks’ damage dice (rounded down) as extra damage onto the damage roll for its attack. If the Mothman Curse receives damage from any source, it must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when the Mothman Curse lands a melee attack, it may expend 10 cursed energy to add half of its damage dice (rounded down) to the damage roll of its attack.

For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that the Mothman Curse uses with this feature will instead add its attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either the Mothman Curse's attacks' ability modifier or Charisma modifier times 10 in a direction of its choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of the Mothman Curse's attack’s damage roll instead.

Untraceable Speed. The Mothman Curse may perform the Dash action or make a Skill Check it's proficient in.

Advanced Regeneration (1-12 Cursed Energy). The Mothman Curse regains hit points equal to 15 times the amount of cursed energy spent.

Afterimage Assault (1-14 Cursed Energy). The Mothman Curse can create a number of 1 hit point clones that are identical to itself up to half the amount spent. These clones can be used to grant flanking and can only be up to half its movement speed away from itself. Once per round, the Mothman Curse may swap with one of these clones as a reaction or bonus action. A creature can distinguish these clones from the original by making an DC 20 Insight check. They have advantage on this check if they have the Cursed Energy Tracker feat and are focusing on it with it, and they have disadvantage if the Mothman Curse has the Cursed Energy Concealer feat active.

Cursed Energy Tracker. The Mothman Curse can focus on one creature for 1 minute, seeing the "sparks" of cursed energy that always happen before cursed technique usage. For that minute when that creature forces the Mothman Curse to make a save using their cursed technique or makes a cursed energy attack roll against it using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from the Mothman Curse. If it wins, the Mothman Curse gains advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Energy Concealer. The Mothman Curse may Hide, making a Stealth check. For the next 10 minutes, wherever it passes through it will not leave its cursed energy tracks behind carelessly, so any person that tries to track or sense its remains will need to be successful on a contested check against what it rolled +6, if they have any ability or feature that would allow them to track its cursed energy, and if not they can't track it at all.

REACTIONS

Untraceable Speed. The Mothman Curse can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against it, the Mothman Curse may move up to half of its speed in a direction of its choice. This movement cannot be used to exit domains. If this movement would cause the Mothman Curse to leave the area targeted by an attack roll it's reacting to it may roll a Acrobatics check to attempt to fully dodge. It rolls against the attack roll, causing the attack to miss regardless of the Mothman Curses armor class if its Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though it still moves as normal. This roll automatically fails if the attack was a critical hit, unless it's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If the Mothman Curse fails this roll by no more than 3 against an attack targeting one of its limbs with the Limb System rule, then though it can’t fully dodge it may change which limb is targeted. In the case of a saving throw the Mothman Curse is unaffected by the saving throw if it moves out of the area of effect.
  • The Mothman Curse can make one melee attack if it moved into range of a creature or a creature enters its range. It can only do this once per creature per round.

Advanced Regeneration. As a Reaction to suffering damage, the Mothman Curse uses its Advanced Regeneration.

Cursed Enhanced Body (1-6 Cursed Energy). Whenever the Mothman Curse makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, it may add the number of energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

The Mothman Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mothman Curse regains spent legendary actions at the start of its turn.

Engaging Strike. The Mothman Curse moves up to half its movement speed towards a creature and makes one melee attack against them.

Regenerate (Costs 2 Actions). The Mothman Curse uses its Advanced Regeneration.

Cursed Technique (Costs 2 Actions). The Mothman Curse uses one of its Cursed Techniques.

billede-2025-04-11-221415121.png
An artistic depiction of the Mothman Curse, [Source]

A curse formed from moths and the American folklore of the Mothman, this curse typically resides in forests. If the Mothman Curse is spotted, a disaster, whether natural or otherwise, is sure to follow. The Mothman Curse is nocturnal, and typically only attacks humans whenever its territory is invaded, or when it witnesses a light source nearby.

Jujutsu Sorcerer

The Mothman Curse has 20 levels in the Jujutsu Sorcerer class.

Curse Biology Traits

When a feature refers to the Mothman Curse's curse biology, it refers to Nocturnal Nature and Sneak Attack.

Cursed Technique

When a feature refers to the Mothman Curse's cursed technique, it refers to Piercing Gaze and Pheromone Spread.

Feats

50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Resilient, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Acrobatic Fighter, Taijutsu Sorcery, Afterimage Assault.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer.

Cursed Energy Manipulator, Cursed Enhanced Body.

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Mothman 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.

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