Catapult Turtle (Jujutsu Kaisen Supplement)

Catapult Turtle

Large shikigami, unaligned


Armor Class 20 (natural armor)
Hit Points 337 (25d12 + 175)
Speed 45 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 24 (+7) 10 (+0) 14 (+2) 22 (+6)

Saving Throws Con +10
Skills Athletics +8
Senses passive Perception 12
Languages
Challenge 6 (2,300 XP)


Invisible Force. The Catapult Turtle is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. 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.

Endurance. Whenever the Catapult Turtle makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Magical Weapons. The Catapult Turtle's attacks are considered magical.

ACTIONS

Multiattack. Catapult Turtle makes two headbutt attacks.

Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 2) bludgeoning damage.

Catapult. The Catapult Turtle launches one willing creature within 10 ft. of it at a target within 100 ft. of it. The target takes 35 (10d6) bludgeoning damage and the creature is moved to 5 ft. infront of them, this movement does not provoke opportunity attacks. The d6s become d8s if the creature launched is large, d10s if they’re huge, and d12s if they’re gargantuan. If the target is a creature they must make a DC 17 Dexterity saving throw. On a failure they take the full damage and are knocked prone. On a success they take half as much damage and are not knocked prone.


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A powerful that fights using it's massive catapult. []
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