Tetsunaga (Jujutsu Kaisen Supplement)

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Tetsunaga[edit]

large undead (Curse spirt), any alignment


Armor Class 18 (natural armor, Metal Plating)
Hit Points 1195 (52d12+857)
Speed 75ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 26 (+8) 16 (+3) 12 (+1) 26 (+8)

Saving Throws Str +14, Dex +12, Cha +16
Skills Athletics +14, History +19, Intimidation +16, Performance +16, Persuasion +16, Survival +9
Damage Vulnerabilities Radiant
Damage Resistances Piercing, Damage from nonmagical Bludgeoning and Slashing
Damage Immunities Poison, Psychic, Fire
Condition Immunities poisoned, frightened, charmed
Senses passive Perception 11
Languages
Challenge 26 (90,000 XP)


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 of his turns.

Cursed Energy. Tetsunaga has 148 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Disonance. 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 224 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 toture using may 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).

Damage Type Benefits
Piercing When attack does this damage type the target needs to make a DC 22 Dexterity save if they fail they gain the condition Bleeding for 1 minute or they can one time each turn make a Wisdom (Medicine) check, if it is over 20 then the condition ends
Slashing When attack does this damage type the target needs to make a DC 22 Dexterity save if they fail they gain the condition Bleeding until the end of their next turn
Blundgeoning When attack does this damage type the target needs to make a DC 24 Constitution save if they fail they gain the condition Confused for 3 turns.

Rusting Skin Whenever an enemy deals melee damage to Tetsunaga, Tetsunaga absorbs a part of their weapon’s energy. If the attack was 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.

Metal Plating Aslong 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 damage. The plating cant 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 a opportunity attack against the curse.

Strong Body Tetsunaga reduce all damage it takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this, unless Tetsunaga under the effects of cursed energy armor.

Human Wall The curse has advange on Constitution saves.

Learned From The Anvil Tetsunaga holds a curse tool named Scavenger, it has the ability to change shape and features. When Tetsunaga takes damage from a magical weapon it makes a History check against the creatures 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 has the weapons ability's. The only differents 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 it's damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Itami 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. Itamis's attacks are considered magical.

Secondary Arms The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, pick up or set down a Tiny or Small object, or even wield a weapon that doesn't have the heavy property. Due to the increased number of arms, it are proficient in the Athletics skill. If both of these lesser arms are severed, it are no longer considered as 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 have these secondary arms. If it makes an unarmed strike, it can make an additional attack using one of these additional arms as apart 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 apart of any feature which 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:

  • The feature’s number of damage dice increases by 5.
  • The feature’s range increases by 40 in feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 8 rounds.

Curse Enhanced Body. Whenever the curse has 1 or more cursed energy they may add +3 to its weapon or unarmed strike attacks damage and hit die.

Speed Supremacy Creatures below Tetsunaga amount of power have a harder time reacting to it and it can react to them easier. It gain one additional reaction per round. Additionally, once per round, when it can take an action, bonus action, or reaction, or its 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, they can expend their 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.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Burrowed Chains (4 Cursed Energy) Tetsunaga conjures cursed chains that wrap around all enemies within 30 ft. All creatures must make a DC 24 Strength save or become restrained and incapacitated. The restrained and incapacitated targets takes 3d10 piercing damage per turn until they break free.

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 curses cursed energy. As long as conjured weapon is within 15ft of Tetsunaga then Tetsunaga gain advange on attack rolls with melee attacks.

Weapon Table

Weapon Damage and Features
Sword Of Sorrow Slash Of Fear. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 8) Slashing + 15 (1d12+8 ) Necrotic damage. And the target makes a DC 24 Wisdom save not to gain the condition paralyzed until its next turn.
Bow Of The Wicked Arrow Of Venom Ranged Weapon Attack: +16 to hit, range 65 ft., one target. Hit: 26 (4d8 + 8) Piercing+ 15 (1d12+8 ) Necrotic damage. And the target makes a DC 24 Constitution save not to gain the condition poisoned for 1 minute
Heavy Pike Heavy Strike Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 42 (4d12 + 16) Piercing+ 15 (1d12+8 ) Necrotic damage.

Guillotine Drop (5 Cursed Energy)

BONUS ACTIONS

Living Armory (3 Cursed Energy) Tetsunaga can morph its body into weapons, granting one of the following benefits until the start of its next turn:

  • Spear Form: Gains +10 ft reach and attacks ignore half cover. Melee attacks will deal an extra 2d12 Piercing damage.
  • Whip Blade Form: Attacks hit all creatures in a 15-ft radius, forcing a DC 24 Strength save or become restrained
  • Cleaving Form: Attacks now hit all creatures in a 10-ft cone in front of it. If Tetsunaga lands a critical hit, it can make one additional attack as part of the same action.
  • Spinal Chain Form: Gains 30-ft reach on melee attacks. If an attack hits, the target must make a DC 24 Strength save or be pulled 20 ft closer. And enemies that collide with obstacles take extra 3d10 damage.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

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 extend unnaturally like a liquid before hardening into deadly spikes.


Domain Expansion Call For Hell's Iron Maiden

Legends 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. If a creature is still inside when the Domain closes, they will be taking 299 (40d12 piercing + 6d12 necrotic)damage this is the domains sure hit effect.

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