Turtle Curse (Jujutsu Kaisen Supplement)

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Turtle Curse[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 18 (natural armor)
Hit Points 369 (18d10 + 270)
Speed 25 ft., 50 ft. swimming


STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 22 (+6) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Str +10, Con +10
Skills Athletics +10, Nature +4, Perception +5, Stealth +3
Damage Vulnerabilities radiant
Damage Resistances poison, psychic; bludgeoning, piercing and slashing damage from non-magical attacks
Senses passive Perception 15
Languages
Challenge 9 (5,000 XP)


Cursed Energy. The Turtle 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 Turtle Curse regains 1 cursed energy at the beginning of each of its turns.

Cursed Attack. The Turtle Curse's attacks are considered magical.

Invisible Force. The Turtle 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 Turtle 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 Turtle 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 the Turtle Curse to 0 hit points was radiant damage. The Turtle Curse regains the spent use on a long rest.

Ambush Predator. When the Turtle Curse attacks a creature it is hiding from it deals an additional damage die.

A Turtles Bane. The Turtle Curse, as all turtles do, has trouble flipping over from its back. Creatures can try to flip the Turtle Curse over by attempting a contested Strength (Athletics) check against it. If the Turtle Curse wins, nothing happens, but if the creature wins the Turtle Curse is flipped over and knocked prone. If it is knocked prone this way it cannot stand up normally, and must make a successful Dexterity (Acrobatics) check, with the DC being the number that was rolled to flip it over. As long as it is flipped over it cannot use Shell Slam.

Strong Body. The Turtle Curse reduces all damage it takes but psychic or thunder by 6. Attacks using Cursed Energy or magic can bypass this.

Human Wall. The Turtle Curse has advantage in Constitution saving throws.

ACTIONS

Multiattack. The Turtle Curse makes 2 Claw attacks.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.

Snap. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Shell Defense. The Turtle Curse retreats into its shell. While it's inside its shell, its AC increases by 4, it gains advantage on Strength saving throws, its speed becomes 0 and it gains disadvantage on Dexterity saving throws. While inside its shell, it can only use Snap, Regeneration, Human Wall and a bonus action to exit its shell.

Shell Slam (3 Cursed Energy). The Turtle Curse slams itself and its shell into the ground. Each creature within 15 feet of the Turtle Curse must make a DC 18 Strength saving throw or be knocked prone and take 38 (7d10) bludgeoning damage. On a successful save, the creature takes half as much damage and isn't knocked prone.

BONUS ACTIONS

Regeneration (1-7 Cursed Energy). The Turtle Curse can regain hit points equal to 5 times the amount spent.

REACTIONS

Human Wall (6/long rest). Upon hitting 0 hit points, the Turtle Curse rolls a hit die. It regains the amount rolled in hit points.

Regeneration. When taking damage, the Turtle Curse may use its Regeneration.

Shell Defense. When taking damage, the Turtle Curse retreats into its shell.

billede-2025-03-02-205954808.png
A turtle curse jumping up from the water [[1]]
Feats

Strong Body, Human Wall, Resilient, Regeneration.

Improved Durability. This creature uses the Improved Durability rule.

Not Canon. The Turtle 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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