Hunter Shark Curse (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Creature Design Guide if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Hunter Shark Curse[edit]

Huge undead (Cursed Spirit), chaotic evil


Armor Class 19 (natural armor)
Hit Points 451 (22d12+308)
Speed fly 70 ft. (hover), swim 70 ft.


STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 22 (+6) 1 (-5) 12 (+1) 16 (+3)

Saving Throws Str +10, Dex +4
Skills Perception +4
Damage Resistances Nonmagical slashing, piercing, and bludgeoning, Psychic
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120 ft., Blindsight 120 ft., passive Perception 14
Languages
Challenge 8 (3,900 XP)


Cursed Energy. The curse has 16 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 curse regains 1 cursed energy at the beginning of each of its turns.

Cursed Attack. The curse's attacks are considered magical.

Invisible Force. The 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 curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright.

Pack Tactics. The curse has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Blood Frenzy. The curse has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Hunter When the curse rolls initiative, it chooses a target that rolled lower than it, that creature becomes the Prey. When the curse lands a Bite attack on a Prey, it may choose to spend 3 Cursed Energy to force the Prey to make a DC 20 Constitution saving throw or gain the bleeding condition until the end of the curse's next turn.

ACTIONS

Multiattack. The curse makes two attacks with its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 46 (6d12 + 7) piercing damage.

BONUS ACTIONS

Regeneration. The curse can spend up to 6 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses its Regeneration.


Feats

Athletic History, Strong Body, Regeneration.

Improved Durability. This creature uses the Improved Durability rule

Not Canon. The Hunter Shark 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.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures