Rhinoceros Beetle Curse (Jujutsu Kaisen Supplement)

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Rhinoceros Beetle Curse[edit]

Large undead (Cursed Spirit), chaotic neutral


Armor Class 20 (Natural Armor)
Hit Points 429 (26d12 + 260)
Speed 60 ft.


STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 20 (+5) 8 (-1) 12 (+1) 14 (+2)

Saving Throws Str +12, Con +10
Skills Athletics +17, Perception +6, Survival +6
Damage Vulnerabilities Radiant
Damage Resistances Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 16
Languages
Challenge 13 (10,000 XP)


Cursed Energy. The Rhinoceros Beetle Curse has 28 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 Energy Recovery. The Rhinoceros Beetle Curse regains 1 cursed energy at the beginning of each of its turns.

Cursed Attack. The Rhinoceros Beetle Curse's attacks are considered magical.

Invisible Force. The Rhinoceros Beetle 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.

Hard to Kill (1/long rest). If the Rhinoceros Beetle Curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced it to 0 hit points was radiant damage.

Superior Musculature. The Rhinoceros Beetle Curse has advantage on all Strength-based ability checks and saving throws, and its carrying capacity is tripled. Additionally the Rhinoceros Beetle Curse's jump distance is doubled, and it has advantage on Strength (Athletics) checks made to jump or climb.

Brawn. Whenever the Rhinoceros Beetle Curse makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success.

Colossal Physique.

  • The Rhinoceros Beetle Curse will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the Rhinoceros Beetle Curse makes which uses Strength deals twice as much damage to objects and structures.
  • The Rhinoceros Beetle Curse has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the Rhinoceros Beetle Curse can force the creature hit to make a DC 20 Strength saving throw. On a failure, they are knocked back 70 feet 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 receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Rhinoceros Beetle Curse makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 7 times, regaining all uses after taking a long rest.

Strong Body. The Rhinoceros Beetle Curse will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this.

Slam Master.

  • Brute Slam. Once per turn as part of an unarmed strike, the Rhinoceros Beetle Curse may make a grapple attempt against a creature. If it succeeds, it may pick up the creature and slam them against a solid surface within 10 ft. of it, such as the ground or a wall, dealing another 1d10 damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.
  • Heavy Slam. Whenever the Rhinoceros Beetle Curse takes the Multiattack action against a creature it is currently grappling with, it may forgo an attack to violently slam the creature into the ground. The the Rhinoceros Beetle Curse make a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, its opponent is driven into the earth beneath the Rhinoceros Beetle Curse ending its grapple early, taking bludgeoning 2d10 damage and being knocked prone. On a failure, the creature escapes from the Rhinoceros Beetle Curse's iron grasp, causing its grapple to end early and the creature may move an additional 5 ft. away from it as part of their successful check. If the Rhinoceros Beetle Curse scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning 4d10 damage and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of the Rhinoceros Beetle Curse's next turn.

Heavy Finisher (1-7 Cursed Energy). Once per round as part of hitting an melee attack, the Rhinoceros Beetle Curse can force its target make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times its Strength modifier + the amount of cursed energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

The Rhinoceros Beetle Curse can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting a melee attack against a prone creature, it can force its target to make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of the Rhinoceros Beetle Curse's next turn. If they fail by 5 or more, they are also Confused until the beginning of the Rhinoceros Beetle Curse's next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

ACTIONS

Multiattack. The Rhinoceros Beetle Curse makes three attacks: one with its horn and two with its slam.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Horn. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. The Rhinoceros Beetle Curse may attempt to grapple the target.

Wings. The Rhinoceros Beetle Curse can unfurl its wings to fly, gaining 30 ft. flying speed until the end of its next turn.

BONUS ACTIONS

Regeneration. The Rhinoceros Beetle Curse can spend up to 7 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a Reaction to suffering damage, the Rhinoceros Beetle Curse uses its Regeneration.

billede-2025-01-30-203026646.png
A species of Rhinoceros Beetle, most resembling of the Cursed Spirit [[1]]
Feats

Athlete History, Colossal Physique, Strong Body, Resilient, Regeneration.

Slam Master, Heavy Finisher.

Improved Durability.

This creature uses the Improved Durability rule.

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