Tetsunaga (Jujutsu Kaisen Supplement)
Tetsunaga[edit]
large undead (Curse Spirit), chaotic evil Armor Class 18 (natural armor, Metal Plating)
Saving Throws Str +14, Dex +12, Cha +16 Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Tetsunaga. 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. Improved Cursed Energy Recovery. Tetsunaga gains 10 Cursed Energy at the beginning of each turn. Cursed Energy. Tetsunaga has 156 cursed energy. When used, all of the cursed energy is unavailable until it takes a long rest. Cursed Dissonance. Tetsunaga has advantage on saving throws against cursed techniques and other cursed energy effects. Sadism. Whenever Tetsunaga 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 26. Famous Name. Whenever Tetsunaga rolls initiative, they may force every hostile creature that can see them to make a DC 24 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. Toture Specialist Tetsunaga is a master of torture using many different weapons and tools to do its job. When Tetsunaga rolls initiative it may choose between Piercing, Slashing, or Bludgeoning damage. When the curse does the chosen damage type. ( This doesn't apply to the domain).
Rusting Skin Whenever an enemy deals melee damage to Tetsunaga, Tetsunaga absorbs a part of their weapon’s energy. If the attack is non-magical, the weapon becomes brittle and takes a -1 penalty (stacking up to -5 before breaking). If hit by a magical or cursed tool, it instead gains 1/2 temporary hit points equal to the damage taken. 50 Meters In 3 Seconds! The curse haves 2 reactions. Taijutsu Sorcery Whenever Tetsunaga uses the Attack action with an unarmed strike or martial weapon on its turn, it can make one unarmed strike, shove, grapple, or weapon attack as a bonus action. Whenever Tetsunaga takes the Attack action on its turn, it may take the Dodge action as a reaction to an attack roll made against itself, however, this Dodge action only causes melee attacks against Tetsunaga to gain disadvantage. If a creature rolls a natural 1 on a melee attack against Tetsunaga whilst Tetsunaga has performed this variation of the Dodge action, it can make one attack against that creature if it is within range once per round. Once per turn, you can make an unarmed strike or martial weapon attack with advantage (this does not give you an extra attack). If you already had advantage on an unarmed strike or martial weapon attack, you raise the critical hit range for the attack by 1 using this feature. Metal Plating As long as the curse is over half of its maximum hitpoints it will gain +2 AC (This is already accounted for in the sheet). And when a creature would deal bludgeoning damage to Tetsunaga, it may as a no-action required drop the plating, and in return only take half the damage. The plating can't be destroyed by damage that isn't radiant, so the creature can on its next turn after dropping it use a free action to pick the plating up and put it on. When doing this creatures in range may make an opportunity attack against the curse. Strong Body Tetsunaga reduces all damage it takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this unless Tetsunaga is under the effects of cursed energy armor. Human Wall The curse has advantage on Constitution saves. Learned From The Anvil Tetsunaga holds a cursed tool named Scavenger, it can change shape and features. When Tetsunaga takes damage from a magical weapon it makes a History check against the creature passive Arcana If Tetsunaga gets a higher result then Scavenger turns into the weapon that dealt the damage to the curse. The curses Strike attacks will now deal the weapons damage, and have the weapons ability's. The only difference is that Scavenger always will listen to Tetsunaga. Cursed Strikes. Before making a Strike or Slash attack, Tetsunaga may spend up to 8 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Tetsunaga hits a target or 1-minute passes. Cursed Armor. Tetsunaga can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Tetsunaga can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Hard to Kill. If Tetsunaga is reduced to 0 hit points, it can choose to be considered stable due to its cursed body, even if the conditions would normally kill it. This feature does not work if the damage that reduced Tetsunaga to 0 hit points was Radiant. Tetsunaga may use this feature twice per long rest. And one of them on a short rest. Cursed Attacks. Tetsunaga's attacks are considered magical. Underhanded Tactics Once per turn when a lapse technique forces a target to make a Dexterity or Strength save. Tetsunaga may force disadvantage on that saving throw. Secondary Arms The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, picking up or setting down a Tiny or Small object, or even wielding a weapon that doesn't have the heavy property. Due to the increased number of arms, it is proficient in the Athletics skill. If both of these lesser arms are severed, they are no longer considered proficient in Athletics. Empowered Frame Tetsunaga will count as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it has these secondary arms. If it makes an unarmed strike, it can make an additional attack using one of these additional arms as a part of the same action once per turn. This additional attack using its arms has its damage (die) reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, it may reduce the action cost of a technique feature by 1. 120% Technique Tetsunaga can now increase its output while using a technique. As part of using a technique, it may spend an extra amount of cursed energy equal to 1/2 (rounded down) of its original cost before reductions. This makes the technique more powerful and it will deal more damage dice equal to 1/2 (rounded down) of the original damage dice of the technique. Endurance. Whenever Tetsunaga makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Energy Reinforcement. When Tetsunaga makes a Strength, Dexterity or Constitution ability check, it may add 8 to it. Improved Cursed Energy Output. As part of any feature that uses cursed energy, Tetsunaga can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Curse Enhanced Body. Whenever the curse has 1 or more cursed energy it may add +3 to its weapon or unarmed strike attacks damage and hit die. Speed Supremacy Creatures below Tetsunaga's amount of power have a harder time reacting to it and it can react to them easier. It gains one additional reaction per round. Additionally, once per round, when it can take an action, bonus action, reaction, or movement, it can blind its enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, it can expend its use of it for the round to make reactions function as normal. If a feature or action allows it to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. ACTIONSMulti Attack Tetsunaga makes 4 attacks, three Strikes, one Slash. It may switch up to two Strikes for Chain Snaps. And it may switch the Slash for Pike Throw. Strike. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 6) Bludgeoning damage. Slash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) Slashing damage. Chain Snap (3 Cursed Energy). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (5d6 + 12) Slashing damage. Pike Throw (4 Cursed Energy). Ranged Weapon Attack: +12 to hit, Range 50 ft., one target. Hit: 34 (4d10 + 12) Piercing damage. Burrowed Chains (18 Cursed Energy) Tetsunaga conjures cursed chains that wrap around all enemies within 30 ft. All creatures must makes a DC 24 Strength save or become restrained and incapacitated. The restrained and incapacitated targets takes 17 (3d10 piercing) + 14(2d12 necrotic) damage per turn until they break free. Harvester’s Crucifixion (11 Cursed Energy) Tetsunaga launches five cursed spears in a 30-ft cone, impaling all creatures in range. Each creature must make a DC 24 Dexterity save. On a fail, they take 39 (6d12 piercing) + 11 (2d10 necrotic) damage and are pinned to the ground (restrained) for 1 minute. On a success, they take half damage but are slowed down (lose 10 ft of movement speed) for 1 minute. A pinned creature can attempt to break free (DC 24 Strength check) at the start of their turn, but if they fail, they take 13 (2d12 piercing) damage as the spears dig deeper. Weapon Manifestation (7 Cursed Energy) Tetsunaga conjures a weapon of curses steel. It can move it 30ft each turn and it can for 4 Cursed Energy use a reaction or bonus action each turn to attack with it. When using this feature it must choose which weapon it conjures on the table below. The weapon lasts 2 minutes before melting down to a liquid state and fusing with the curse's energy. As long as conjured weapon is within 15ft of Tetsunaga then Tetsunaga gains advantage on attack rolls with melee attacks. Weapon Table
Guillotine Drop (5 Cursed Energy) Tetsunaga conjures a massive execution blade above an enemy, dropping it with unstoppable force. A target within 60 ft must make a DC 24 Dexterity save. On a fail, they take 65 (10d12 slashing) damage and are stunned until the end of their next turn. On a success, they take half the damage and avoid the stun. The Breaking Wheel (20 Cursed Energy) Tetsunaga summons a giant iron wheel covered in spikes, pinning a creature within 25ft beneath it. The target must make a DC 24 Constitution save. On a fail, they take 52 (8d12 bludgeoning) damage, are incapacitated, and their movement speed is halved for 1 minute. On a success, they take half damage and the incapacitated, and their movement speed will still be halved, but only for 3 turns. If they fail by 5 or more, they take double the damage and will suffer two broken limbs (DM’s choice). Spinal Cage (10 Cursed Energy) Tetsunaga rips metal from the ground, forming an iron ribcage around a target. Target creatures within 40 ft must make a DC 24 Strength save or be trapped in a spiked cage. They will gain the condition restrained. The restrained creature takes 33 (5d12 piercing) damage per turn. Domain Expansion (22 Cursed Energy) the curse uses its Domain Expansion Trapping every creature within 55ft radius inside its domain. BONUS ACTIONSLiving Armory (3 Cursed Energy) Tetsunaga can morph its body into weapons, granting one of the following benefits on melee attacks until the end of its next turn:
Meat Hook Suspension (9 Cursed Energy) Tetsunaga launches a cursed chain with a rusted hook up to 45ft away, sinking it into a creature's flesh and hoisting it into the air. The target must make a DC 24 Dexterity save. If they fail, they take 39 (6d12 piercing) damage, are restrained, and take 20 (3d12 slashing) + 14 (4d6 necrotic) damage at the start of each of their turns as the hooks dig deeper. They may make a DC 24 Strength save at the beginning of each of their turns to pull the hook out. If they succeed, they take half the damage and are only slowed down (lose 10 ft of movement speed) for 1 minute. A creature suspended this way cannot make melee attacks, and all attacks against them have Advantage. Impalement Sentence (5 Cursed Energy) Tetsunaga summons an enormous execution spike beneath a restrained creature. The target must make a DC 24 Dexterity save. On failure, they are impaled, taking 65 (10d12 piercing) + 27 (6d8 necrotic) damage and losing the condition restrained. On a success, they take half damage but remain restrained as the spike only partially impales them. Iron Coffin Slam (16 Cursed Energy) Tetsunaga forms two massive slabs of cursed iron and slams them together on a target within 30 ft. The target must make a DC 24 Strength save or be crushed between the iron slabs. If they fail, they take 52 (8d12 bludgeoning) + 14 (3d12 necrotic) damage and are stunned until the end of their next turn. If they succeed, they take half the damage and are pushed 10 feet away instead. If the target is restrained by Tetsunaga lapse technique, they automatically fail the save and take double damage. Cursed Blast of Blows Immediately after taking the Attack action on its turn, it can spend 3 cursed energy to perform two unarmed strikes. Cursed Patient Defense Tetsunaga can spend 3 cursed energy to take the Dodge action. Cursed Wind Step Tetsunaga can spend 3 cursed energy to take the Disengage or Dash action and its jump distance is doubled until the end of its turn. Advanced Regeneration Tetsunaga may use any number of Cursed Energy, regeneration 15 hit points per energy spent. Every 10 health healed fully heals one of its limbs by one damage stage, regardless of how much health it would’ve normally recovered. REACTIONSAdvanced Regeneration Tetsunaga may use any number of Cursed Energy, regeneration 15 hit points per energy spent. Every 10 health healed fully heals one of its limbs by one damage stage, regardless of how much health it would’ve normally recovered. Rusted Pile Driver (7 Cursed Energy When a creature within 45ft makes a ranged attack towards Tetsunaga, then Tetsunaga creates a gigantic spiked hammer and brings it down on a creature within 15 ft Creating a 5ft radius around the target. The target must make a DC 24 Dexterity save or take 39 (6d12 bludgeoning) damage and be knocked prone. If the target is prone or restrained by the curses lapse technique, they take an extra 26 (4d12 Bludgeoning) damage and have disadvantage on their next saving throw. The ground where the hammer lands becomes difficult terrain due to the impact. Human Wall (8/long rest). Upon hitting 0 hit points, Tetsunaga can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. The Tetsunaga Curse has 10 additional reactions exclusively for this feature. Rusted Vice (13 Cursed Energy) When a creature within 10ft moves towards Tetsunaga, Tetsunaga grabs the creature and crushes it slowly, its rusted metal digging into their body. The target must make a DC 22 Dexterity save. Not to be hit. If they fail then they make a DC 24 Strength If failed, they take 39 (6d12 bludgeoning) + 28 (8d6 necrotic) damage, are restrained, and suffer 1 level of exhaustion from sheer agony. On a success, they take half damage but suffer Disadvantage on their next attack roll. If the target is already restrained, they automatically fail and take double damage, as their body is already weakened. LEGENDARY ACTIONSDomain Expansion (3 Legendary Actions) the curse uses its Domain Expansion Trapping every creature within 55ft radius inside its domain. Living Armory The curse uses Living Armory. Burrowed Chains ( 2 Legendary Actions) The curse uses Burrowed Chains. |
Tetsunaga is born from the fear of execution, medieval torture, and death by impalement—not just from war but also historical punishments and brutal deaths. People have always feared being pierced, skewered, or trapped in metallic restraints, and this curse embodies that terror. Tetsunaga manipulates and generates metallic weapons from its body. The weapons can be thrown, controlled mid-air, or even extended unnaturally like a liquid before hardening into deadly spikes.
Domain Expansion Call For Hell's Iron MaidenLegends speak of cursed spirits who evolved from the fear of sharp objects, but Tetsunaga transcended them all. It is said that this Domain does not merely kill—it judges, torments, and punishes its victims as if delivering divine retribution through rusted steel. Within its walls, cries of the executed echo endlessly, their torment fueling the ever-growing hunger of the Maiden. When activated, the battlefield darkens, and the ground beneath the target crumbles, revealing an endless field of rusted iron spikes. The air is thick with the scent of blood, and colossal, spiked walls rise from every direction, converging to form the dreaded Iron Maiden—a massive, living coffin made of cursed metal. At the start of each turn, enemies must make a DC 24 Constitution save or take 65 (10d12 piercing) damage, as the Maiden slowly closes around them. Every 3 turns after the domain opens the maiden will close and open up again If a creature is still inside when the maiden closes, it will be taking 299 (40d12 piercing + 6d12 necrotic)damage this is the domain's sure hit effect. Refinement Points Tetsunaga has 700 Refinement. Domain Durability. Tetsunaga's domain has 1500 hit points. Cursed Technique When mentioning Tetsunaga Cursed technique's it is talking about. ('Weapon Manifestation, Spinal Cage, Guillotine Drop, Impalement Sentence , Iron Coffin Slam, and Meat Hook Suspension.) With the lapse being Harvester’s Crucifixion, The Breaking Wheel and Burrowed Chains. And the rest as extensions. Technique Efficiency Tetsunaga cursed technique is already infused into its barrier using it becomes almost effortless. Tetsunaga may choose to reduce the cost of its lapse technique to 0 while it casts it inside its domain. Enhanced Technique Efficiency While within its domain, Tetsunaga does now reduce the cursed energy cost of its Extension techniques by 5. Increased Potency While inside its domain, Tetsunaga cursed techniques have 8 additional dice equal, gain a +5 bonus to their DCs and a +5 bonus to hit. Lasting Domain Tetsunaga domain last 2 minutes. 0.2 Domain Expansion As part of Tetsunaga's opening its domain, it can make it last only until the end of its turn. The cost for this domain expansion is halved, and creatures caught inside it must make a Dexterity saving throw. On a failure reacting to this domain takes double the amount of reactions it normally would, while on a success they can react as normal. This save is made at disadvantage unless the creature has a higher Dexterity score than Tetsunaga's Charisma score. When Tetsunaga opens its domain this way, all creatures inside it will be targeted by its effects, it doesn't have the option to choose. Any of its Domain Expansion's effects that would happen at the start of any creature's turn, be it its or another creature's, happens immediately when it expands its domain this way. Efficient Expansions' Tetsunaga reduces its domain expansion cost by 10. In addition, Tetsunaga only gains 1 level of exhaustion after its domain is over and the DC to use its Technique while in Burnout is reduced to 15. Durable Barrier Tetsunaga's domain barrier has become hard and quite unbreakable, escaping or forced entry almost impossible. Its domain will gain immunity to non-magical damage from both sides, however, it will still be resistant to all damages from the inside and vulnerable to all damages from the outside.
Jujutsu Sorcerer Tetsunaga has 26 levels in the Jujutsu Sorcerer class. Technique Alteration Design Note: This feature isn't applied to the stat block, as it is up to the GM what would be best for the NPC Multi-Targeting. As part of using one of Tetsunaga's techniques it can spend 8 extra cursed energy. It is now able to target up to 8 additional creatures. Careful Manipulation. As part of using one of Tetsunaga techniques it can spend 5 extra cursed energy. It can use its technique more carefully, allowing it to avoid certain creatures. it may select any number of creatures, excluding itself, to not be affected by it for its duration. Feats This is Tetsunaga's feats Immense Cursed Energy, Overflowing Cursed Energy Improved Durability. Tetsunaga uses the Improved Durability rule. Not Canon. Tetsunaga 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 the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign. |
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