Peanut Curse (Jujutsu Kaisen Supplement)
Peanut Curse[edit]
Tiny undead (Cursed Spirit), chaotic evil Armor Class 17 (natural armor)
Saving Throws Str +8, Dex +7, Con +6 Cursed Energy. The curse has 15 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. Phasing. Due to being composed of a smaller amount of cursed energy, the curse may walk through objects and structures as if they weren't there. Undead Nature. The curse has advantage on saving throws against disease and being poisoned. 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. Tough Shell. The curse will reduce all damage it takes but psychic by 6. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Throat Climbing. While the curse is within 5 feet of another creature, it can use its action to climb unto them and make their way to the creature’s mouth. The creature must make a Strength (Athletics) contest against the curse. On a failure, the curse forces the creature’s mouth open and climbs down their throat. While the curse is inside the creature, it can only attack them, but has advantage on its Bite attack and deal double damage against them. If the creature takes 1/4 of the hit points in damage or more on a single turn from themself, the curse must succeed on a DC 20 Dexterity saving throw at the end of that turn or be regurgitated from the creature, which fall prone in a space within 5 feet of them. If the creature dies, the curse can escape from the corpse by using 30 feet of movement, exiting prone. Induce Reaction (5 Cursed Energy). While the curse is inside another creature’s body, it can use its action to force the creature it is inside to make a DC 16 Constitution saving throw at disadvantage. On a failure, the curse forces the creature to have an allergic reaction until the end of their next turn. The creature repeats this saving throw at the end of their turns. While the creature is having an allergic reaction, their throat closes up and they are unable to preform actions that require a person’s mouth and throat such as speaking or performing the a verbal component for a cursed technique. If the creature has had an allergic reaction for a number of rounds equal to their Constitution modifier, they begin suffocating. BONUS ACTIONSRegeneration. The curse can spend up to 5 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses its Regeneration. |
Athlete History, Regeneration. Improved Durability. This creature uses the Improved Durability rule Not Canon. The Peanut 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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