Guido Mista (JJBA Supplement)
Guido Mista
Medium humanoid (Human), lawful good Armor Class 16 (Natural Armor)
Saving Throws Dex +8, Cha +10 Stand Proud Focus. Mista takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Mista 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. Exchange Blows. When Mista takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during his 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. When landing an extra attack granted by Exchange Blows, Mista may expend that stack to cause it to deal full critical damage. Time to bust a cap in his mouth! Mista can make 1 additional attack against a surprised creature. It’s time for my resolve to shine! When a unit of Sex Pistols dies or Mista unwillingly takes damage from his own ranged attacks, either his next ranged attack has advantage or his next use of “I aimed for the same wound” does not cost spirit points. Mista can take 1 action immediately before making his first death saving throw since the end of his previous long rest. Spirit Points. Mista has 8 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Revolver. Ranged Weapon Attack: +8 to hit, 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Must be reloaded as a bonus action after 6 shots. When all 6 units of Sex Pistols are within 5 ft. of Mista or not summoned, he can make this deal maximum damage once, regaining use at the end of a long rest. We'll end it right here, right now (1 Spirit Point). As a free action, Mista's weapon’s effective range becomes equal to its total range until the end of his next turn. REACTIONSI aimed for the same wound. When Mista misses an attack, he makes an additional attack against the same creature. He can do this as a free action on your turn, once per turn, for 2 spirit points. |
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Sex Pistols
Tiny elemental (Stand), Armor Class 19 (natural armor)
Saving Throws Str +13, Cha +10 Manifestation of Will. Any feature that effects Mista also effects Sex Pistols. Any damage Sex Pistols takes is instead dealt to Mista. Any effect that targets either Sex Pistols or Mista targets both of them. Abdul can summon or de-summon Sex Pistols as a bonus action. If Mista becomes unconcious, Sex Pistols instantly de-summons. Sex Pistols and Mista use the same action and bonus action, but moving Sex Pistols uses a free action or 15 ft. of Mista's movement. Sex Pistols can only move up to 20 ft. of Mista or another unit of Sex Pistols, and moves in parallel with Mista or the unit when he moves beyond the 20 ft. radius. Any destroyed units of Sex Pistols are regained at the end of a long rest. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Sex Pistols, 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 Sex Pistols, and it is no longer invisible to them. Sex Pistols can phase through creatures/objects and everything seen by Sex Pistols is also seen by Mista. Colony Stand. Mista can summon up to 6 units of Sex Pistols. Mista can make ranged attacks without disadvantage within any of your bullets' movement range as long as there is a path from him to the target along these ranges, including his own weapon's. ACTIONSUnarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 bludgeoning damage.
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