Alexander Anderson, Helena's Nail (JJBA Supplement)
Alexander Anderson
Medium humanoid (Human), lawful neutral Armor Class 22 (Natural Armor)
Saving Throws Str +13, Con +7, Cha +11 Variant Languages. If Anderson is being used in a modern campaign with real-world languages, he can understand English, French, German, Latin, Romanian, Arabic, and Turkish. Legendary Resistance (3/day). If Anderson fails a saving throw, he can choose to succeed instead. Regenerator. Anderson regains 18 (2d6 + 2d4 + 6) hit points and the start of his turn if he has at least 1 hit point. He may spend 1 spirit point when this happens to double the hit points regained. If Anderson takes necrotic damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn. Helena's Nail. As an action, any creature that can touch Anderson may attempt a DC 21 Strength (Athletics) check. On a success, they remove Helena's Nail, reducing him back to his base form, causing him to become incapacitated until the end of his next turn, after which he is killed instantly. This effect ends if the nail is reinserted, returning him to this form. Spirit Points. Anderson has 15 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSMultiattack. Anderson makes 4 bayonet attacks. Bayonet. Melee Weapon Attack: +13 to hit, reach 15 ft. or range 15/30 ft., one target. Hit: 8 (1d6 + 7) radiant damage. This deals an additional 17 (3d10) radiant damage to Aberrations, Fiends, Undead, and any other creatures that are deemed unholy by the DM. AAAAAAAAMEN (1 Spirit Point)! As a bonus action or as part of an attack, Anderson summons 2 bayonets for 1 minute. Holy Explosion (1 Spirit Point). Any bayonets summoned by AAAAAAAAMEN! of Anderson's choice explode. Any creatures within 15 ft. must must attempt a DC 19 Dexterity saving throw. On a failure, they take 19 (4d6 + 4) fire damage. On a success, they take half as much damage. Vine Wrap. As an action, one creature within 15 ft. of Anderson must attempt a DC 21 Strength saving throw. On a failure, they become restrained for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Vine Armor. Anderson's AC increases by +7 until the beginning of their next turn. Anderson may do this as a reaction or bonus action, reducing the bonus to +4. These reduced bonuses may only stack with 1 other reduced bonus from this feature, and may not stack with the complete bonus.
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Once a normal super-naturally powerful priest, Anderson's strength was not enough to defeat his nemesis. In one final effort, he pierced his heart with the same nail that pierced his Lord's feet. In that moment, he became massively more powerful, strong enough to even contest with Level 0 Alucard, but lost his mind to the unending zeal. Despite his efforts, this alone was not enough. Despite releasing the majority of souls trapped within him, Alucard would remove the nail before he could deal the finishing blow. Finally conceding defeat, the two exchanged words of comrades, asking his rival if he became a monster to escape the pain. Sharing a final amen with the man who killed him, the first amen his rival spoke since he destroyed his beloved silver cross, he passed to heaven. |
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