JJBA Creature Preload

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Medium humanoid (Human),


Armor Class 10
Hit Points {{{hp}}}
Speed 30 ft.


STR DEX CON INT WIS CHA
() () () () () ()

Senses passive Perception 10
Languages


Stand Proud Focus. the Stand user takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When the Stand user takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to "Exchange Blows Stacks" at once. Using extra attacks during their 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 the Stand user successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Regeneration. The vampire regains 13 (2d6 + Strmod) hit points and the start of their turn if they have at least 1 hit point and isn't in sunlight. They may spend 1 spirit point when this happens to double the hit points regained. If the vampire takes radiant damage, this trait doesn't work until the start of their next turn. When they are reduced to 0 hit points, they may spend 1 spirit point to remain at 1 hit point instead. If they would be killed, they must spend 2 spirit points and become incapacitated until the end of their next turn.

Sunlight Hypersensitivity. The vampire takes 7 (2d6) radiant damage at the beginning of each turn they starts their turn in sunlight, or when they enter direct sunlight.

Hamon. The Hamon user has 1 Hamon point, which he can expend. All expended Hamon points are regained at the end of a long rest.

Spirit Points. the Stand user has X Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

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

Feature that uses SP or Hamon (X Spirit/Hamon Points).

Hamon Breathing. The Hamon user regains 1 Hamon point.


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Stand

Medium elemental (Stand), any alignment


Armor Class 12 (natural armor)
Hit Points
Speed


STR DEX CON INT WIS CHA
() () () () () ()

Senses passive Perception 10
Languages


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

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



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