Anubis (JJBA Supplement)

Anubis

Tiny construct (Stand), chaotic evil


Armor Class 18 (natural armor)
Hit Points 24 (16d4 - 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 28 (+9) 8 (-1) 8 (-1) 26 (+8) 8 (-1)

Senses passive Perception 18
Languages
Challenge 16 (15,000 XP)


Mind Control Stand. Anubis, by itself, is nothing but a sword that can be wielded in one or two hands without additional effects. Any creature that unsheathes Anubis, they become controlled by Anubis until they are forced to drop the blade or it is destroyed. While wielding Anubis, a creature gains any portion of its stat block that it does not already have a better version of, as well as one of the following:

  • Great Weapon Fighting: When the wielder rolls a 1 or 2 on a damage die for an attack with Anubis, they can reroll the die and must use the new roll, even if it a 1 or a 2. Anubis must be wielded in both hands for this to take effect.
  • Two Weapon Fighting: When the wielder engages in two-weapon fighting, they can add their Dexterity modifier to the damage of the second Attack.
  • Dueling: When wielding Anubis in one hand and no other weapons, the wielder gains a +2 bonus to damage rolls with that weapon.

Stand Proud Focus. Anubis takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Anubis takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Anubis successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Anubis has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (1d6 + 11) slashing damage. This attack can phase through anything or Anubis's liking, ignoring cover of any level.

Glimmer (8 Spirit Points). While Anubis is not possessing a creature, it forces 1 creature that can see it to attempt a DC 19 Wisdom saving throw or be forced to pick it up.

REACTIONS

Memorized Attack. When a creature uses a spell, unique class feature, or otherwise unique action or feature against Anubis, it memorizes the attack. It gains advantage against any rolls the feature forces it to make, and any rolls the creature must make against Anubis for the feature have disadvantage.

[Source]

Chaka

Medium humanoid (Human), chaotic evil


Armor Class 18 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 28 (+9) 18 (+4) 16 (+3) 26 (+8) 16 (+3)

Senses passive Perception 18
Languages Arabic
Challenge 16 (15,000 XP)


Mind Control Stand. When wielding Anubis in one hand and no other weapons, Chaka gains a +2 bonus to damage rolls with that weapon (included in attack).

Stand Proud Focus. Chaka takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Chaka takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Chaka successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Chaka has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (1d6 + 13) slashing damage. This attack can phase through anything or Anubis's liking, ignoring cover of any level.

REACTIONS

Memorized Attack. When a creature uses a spell, unique class feature, or otherwise unique action or feature against Anubis, it memorizes the attack. It gains advantage against any rolls the feature forces it to make, and any rolls the creature must make against Anubis for the feature have disadvantage.

[Souce]

Khan

Medium humanoid (Human), chaotic evil


Armor Class 18 (natural armor)
Hit Points 152 (16d8 + 80)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 28 (+9) 20 (+5) 8 (-1) 26 (+8) 20 (+5)

Senses passive Perception 18
Languages
Challenge 16 (15,000 XP)


Mind Control Stand. When Khan rolls a 1 or 2 on a damage die for an attack with Anubis, he can reroll the die and must use the new roll, even if it a 1 or a 2. Anubis must be wielded in both hands for this to take effect.

Stand Proud Focus. Anubis takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Anubis takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Anubis successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Anubis has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (1d6 + 11) slashing damage. This attack can phase through anything or Anubis's liking, ignoring cover of any level.

REACTIONS

Memorized Attack. When a creature uses a spell, unique class feature, or otherwise unique action or feature against Anubis, it memorizes the attack. It gains advantage against any rolls the feature forces it to make, and any rolls the creature must make against Anubis for the feature have disadvantage.

Jean Pierre Polnareff

Medium humanoid (Human), lawful good


Armor Class 18 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 28 (+9) 17 (+3) 14 (+2) 26 (+8) 22 (+6)

Saving Throws Dex +15, Wis +14
Skills Arcana +8, Athletics +10, Perception +14, Stealth +15
Senses passive Perception 24
Languages English, French, Italian
Challenge 17 (18,000 XP)


Stand Proud Focus. Polnareff takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Polnareff takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Polnareff successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Dual-Wielding Might. Only Polnareff or Silver Chariot can benefit from the Blade action at a time.

Spirit Points. Polnareff has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 9) bludgeoning damage.

Blade. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (1d6 + 11) slashing damage. This attack can phase through anything or Anubis's liking, ignoring cover of any level.

Hora, Hora, Hora! Polnareff de-summons Chariot and has it rotate around him at terrifying speed. Until the start of hit next turn, any projectiles fired at him are automatically reflected toward the creature that fired it as if they were attacking themselves. He may use his reaction, or a free action for 1 spirit point, to select a projectile within 15 ft radius of him to fall under this effect. He may spend 1 spirit point to change its course to something else. If the projectile has a damage type that is not bludgeoning, piercing, or slashing, Polnareff may forgo reflecting it to grant Chariot's Rapier an additional 1d8 of that type. He loses this feature at the end of his next turn if he successfully landed a hit on a creature, or for 1 minute otherwise. He may spend 1 spirit point to benefit from two uses of this feature at once.

REACTIONS

Memorized Attack. When a creature uses a spell, unique class feature, or otherwise unique action or feature against Anubis, it memorizes the attack. It gains advantage against any rolls the feature forces it to make, and any rolls the creature must make against Anubis for the feature have disadvantage.

Silver Chariot

Medium elemental (Stand), lawful good


Armor Class 27 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 29 (+9) 17 (+3) 14 (+2) 16 (+3) 22 (+6)

Saving Throws Dex +15, Wis +9
Skills Arcana +8, Athletics +10, Perception +9, Stealth +15
Senses passive Perception 19
Languages English, French, Italian
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects Silver Chariot also effects Polnareff. Any damage Silver Chariot takes is instead dealt to Polnareff. Any effect that targets either Silver Chariot or Polnareff targets both of them. Polnareff can summon or de-summon Silver Chariot as a bonus action. If Polnareff becomes unconcious, Silver Chariot instantly de-summons. Silver Chariot and Polnareff use the same action and bonus action, but moving Silver Chariot uses a free action. Silver Chariot can only move up to 15 ft. of Polnareff, and moves in parallel with when they move beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.

ACTIONS

Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Silver Chariot can make 1 additional attack with their rapier when it takes the attack action.

Blade. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (1d6 + 11) slashing damage. This attack can phase through anything or Anubis's liking, ignoring cover of any level. Silver Chariot can make a single Blade attack as a bonus action.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage.

Remove Armor As a bonus Polnareff's AC decreases by -1 and Chariot's AC decreases by -2, and Polnareff loses any conditions he is effected by. Chariot can make 1 additional attack when it takes the attack action, Polnareff takes 1.5x as much damage (rounded down) when Chariot is attacked, moving Chariot can be done as a free action, and when Chariot forced to make a Dexterity saving throw where it take half damage on success, it instead take no damage on success and half damage on failure. This lasts until Polnareff ends it as a bonus action.

Secret Technique. Chariot makes a single rapier attack against a creature within 60 ft. of it, dealing an additional 1d8 piercing damage, after which he can not use his rapier. After using this feature, he must either retrieve the part, using a free item interaction if its within reach, or automatically regain it at the end of a short or long rest. . You may spend 1 spirit point to have this attack ignore cover.

REACTIONS

Memorized Attack. When a creature uses a spell, unique class feature, or otherwise unique action or feature against Anubis, it memorizes the attack. It gains advantage against any rolls the feature forces it to make, and any rolls the creature must make against Anubis for the feature have disadvantage.


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