Dire (JJBA Supplement)

Dire

Medium humanoid (Human), lawful good


Armor Class 18
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +6, Dex +6, Con +5, Cha +4
Skills Acrobatics +6, Animal Handling +3, Arcana +3, History +3, Insight +3, Medicine +3, Nature +3, Perception +3, Religion +3, Survival +3
Condition Immunities Blinded, Stunned, Poisoned
Senses passive Perception 13
Languages English, Tibetan
Challenge 8 (3,900 XP)


Hamon. Dire has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Evasion. If Dire is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble. Dire can take the dash and disengage actions as bonus actions.

ACTIONS

Multiattack. Dire makes two attacks with his Unarmed Strike.

Hamon Breathing. Dire regains 1 Hamon point.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Withering Rose (1 Hamon Point). Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 3 (1d4 + 3) radiant damage. Dire may use this action immediately before falling to 0 hit points or being killed instantly.

Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) radiant damage. Dire moves up to 20 feet regardless of his movement speed immediately before making this attack (this movement incurs attacks of opportunity).

Overdrive (1 Hamon Point). As a bonus action, Dire's unarmed strikes deal radiant damage until the beginning of his next turn.

Thunder Split (3 Hamon Points). As a full turn action, Dire gains the following until he cancels this as an action, which is the only use his action has while this is active. He moves 15 feet in a straight toward one creature of his choice, ignoring difficult terrain, on each of his turns. Attacks against him have disadvantage, and he has advantage on Dexterity and Constitution saving throws. When he is within 5 feet of the target, they must attempt a DC 13 Intelligence saving throw. On a failure, they are restrained until the end of his next turn. On his next turn, if he did not take damage since his previous turn, he makes a Thunder Split Attack and every effect of this feature ends.

Thunder Split Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) radiant damage. On a miss, this still deals half as much damage. This can only be done at the end of a Thunder Split.

Thunder Cross Split (5 Hamon Points). As a full turn action, Dire gains the following until he cancels this as an action, which is the only use his action has while this is active. He moves 30 feet in a straight toward one creature of his choice, ignoring difficult terrain, on each of his turns. Attacks against him have disadvantage, and he has advantage on Dexterity and Constitution saving throws. When he is within 5 feet of the target, they must attempt a DC 13 Intelligence saving throw. On a failure, they are restrained until the end of his next turn. On his next turn, if he did not take damage since his previous turn, he makes a Thunder Cross Split Attack and every effect of this feature ends.

Thunder Split Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d8 + 3) radiant damage. On a miss, this still deals half as much damage. This can only be done at the end of a Thunder Cross Split.


Source

A student of Tompetty alongside Straits and William Zeppeli, Dire is an ideal vampire slayer. While his understanding of and relationship with the spiritual side of Hamon is questionable at best, his prowess in slaying the legions of the undead can not be understated, as best shown in his signature Thunder Cross Split Attack's title as the "perfect vampire killer". He is an honorable warrior above all else before his death at the hands of Dio.


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