Johngalli A. (JJBA Supplement)

Johngalli A.

Medium humanoid (Human), lawful evil


Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 11 (+0) 17 (+3) 14 (+2) 18 (+4)

Saving Throws Dex +7, Cha +7
Skills Animal Handling +5, Arcana +6, Investigation +6, Insight +5, Nature +6, Perception +5, Stealth +7
Senses passive Perception 16, Blindsight 600 ft.
Languages English
Challenge 5 (1,800 XP)


Stand Proud Focus. Johngalli 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 Johngalli 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 3 "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 Johngalli 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. Johngalli 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: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 180/540 ft., one target. Hit: 15 (2d10 + 4) piercing damage. This must be reloaded as an action or bonus action once every 5 shots, and has the scope (range 540) property.


[Source]

Manhattan Transfer

Medium humanoid (Human), lawful evil


Armor Class 21 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 25 (+7) 11 (+0) 14 (+2) 17 (+3) 18 (+4)

Saving Throws Dex +10, Cha +7
Skills Animal Handling +6, Arcana +5, Investigation +5, Insight +6, Nature +5, Perception +6, Stealth +10
Senses passive Perception 16, Blindsight 600 ft.
Languages Understands English, but can not speak
Challenge 5 (1,800 XP)


Manifestation of Will. Any feature that effects Johngalli also effects Manhattan Transfer. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or user targets both of them. The Stand user can summon or de-summon the Stand as a bonus action. If the Stand user becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 10 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.

Meteorologists say the wind's movements are unpredictable. They have a point. But the wind isn't completely unreadable. When a ranged attack is made against Manhattan Transfer, it does not take damage and can make an attack with the same weapon as its next action.

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

ACTIONS

Redirecting Johngalli's Sniper Rifle. Ranged Spell Attack: +10 to hit, range 540 ft., one target. Hit: 18 (2d10 + 7) piercing damage.


[Source]

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