Daniel J. D'Arby (JJBA Supplement)

Daniel J. D'Arby

Medium humanoid (Human), lawful evil


Armor Class 12 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 13 (+1) 14 (+2) 16 (+3)

Skills Sleight of Hand +4, Intimidation +7, Deception +7, Perception +4, Persuasion +6
Senses passive Perception 10
Languages English, Japanese, Arabic, French
Challenge 2 (450 XP)


Stand Proud Focus. D'Arby takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When D'Arby takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Osiris can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They 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 D'Arby 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.

Touch Memory. When D'Arby touches an object, such as a deck of cards or the pages of the book, he is able to remember the order perfectly. He can use this to memorize the order in which cards are dealt or what page of a book he's on by touch alone. D'Arby has expertise in all gaming sets,

Spirit Points. D'Arby has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Soul Bet. D'Arby contests his Persuasion or Deception check with and one other creature's Insight check before a bout of gambling. If he succeeds, they bet their soul. If he wins the gamble, the creature takes 20d20 force damage. If they are killed by this, their soul is removed from their body and converted into 1 poker chip with their face on it. This chip may be divided into 6 other chips by Osiris. If he loses all of 1 soul's chips in a bet, the soul returns to its body if possible, or goes to the afterlife.


Osiris

Medium elemental (Stand), unaligned


Armor Class 17 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 13 (+1) 19 (+4) 16 (+3)

Skills Arcana +3, Athletics +2, Perception +6
Senses passive Perception 10
Languages
Challenge 2 (450 XP)


Manifestation of Will. Any feature that effects D'Arby also effects Osiris. Any damage Osiris takes is instead dealt to D'Arby. Any effect that targets either Osiris or D'Arby targets both of them. D'Arby can summon or de-summon Osiris as a bonus action. If the D'Arby becomes unconcious, Osiris instantly de-summons. Osiris and D'Arby use the same action and bonus action, but moving Osiris uses a free action. Osiris can only move up to 5 ft. of D'Arby, and moves in parallel with D'Arby when he moves beyond the 5 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Osiris, 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. Osiris can phase through creatures/objects and everything seen by Osiris is also seen by D'Arby.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



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