Kars (JJBA Supplement)

Lord Kars, Master of the Pillar Men

Medium humanoid (Pillar Man), chaotic evil


Armor Class 18 (Natural Armor)
Hit Points 152 (16d8 + 80)
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 28 (+9) 20 (+5) 24 (+7) 24 (+7) 16 (+3)

Saving Throws Str +13, Dex +14, Con +10, Int +12, Wis +12
Skills Acrobatics +14, Animal Handling +12, Athletics +13, Deception +8, History +12, Intimidation +8, Investigation +12, Insight +12, Nature +12, Perception +12, Stealth +14, Survival +12
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 19
Languages Pillar
Challenge 15 (13,000 XP)


Legendary Resistance (3/day). If Kars fails a saving throw, he can choose to succeed instead.

Hyper-intellect. Kars is capable of understanding most concepts rather quickly. He can learn to speak any language he's heard and can become proficient in any weapon he's held. He must be in the presence of a language for at least 10 minutes or the presence of a weapon for 5 minutes.

Regeneration. Kars regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If Kars takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn.

Sunlight Hypersensitivity. Kars takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when he enters direct sunlight.

Path of Destruction. If a creature is within Kars's movement path, he can make an unarmed strike as a bonus action.

Light Mode. Kars can not have his movement speed reduced by any means other than becoming restrained or unconcious, and he ignores difficult terrain.

Spirit Points. Kars has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Kars makes 4 attacks with his Unarmed Strike. He may spend 1 spirit point as a bonus action to cause his successful hits to become critical hits until the start of his next turn; he may spend 1 additional spirit point during that bonus action to cause all of his attacks to always successfully hit as well.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (2d8 + 17) slashing damage. He regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

Blinding Slash. As a bonus action, or as a free action for 1 spirit point, Kars forces a creature to succeed a DC 20 Wisdom saving throw or become blind for 1 minute. They may retry this saving throw at the end of each of their turns.


Source

Long ago, there existed a race of superior beings known as the Pillar Men. Hyper-intelligent, impossibly strong, and with seemingly unending lifespans, the Pillar Men ruled the top of the food chain, consuming the flesh and blood of humans who regarded them as Powerful Gods or feared them as Blood-Hungry Demons. But the Pillar Men were short in number, due to the "rule of evolution" and the fact that they could not venture into sunlight. However, one day a man from their people had developed a way to increase their power and aimed to make the Pillar Men the Ultimate Lifeforms by creating Stone Masks to unlock their full potential. While the mask had not achieved the full potential of the Pillar Men, he had unlocked the powers of Elemental Manipulation in himself through the power of the Stone Mask. He sought to upset the balance and for that the Pillar Men believed him to be a threat, attempting to kill him. That man was Lord Kars.

Lord Kars is one of the last surviving members of the Pillar Men race, after having slaughtered most all of them, including his own parents. After slaughtering his people, Kars left his home with his co-conspirator Esidisi and two children, Wamuu and Santana. After conducting experiments on humans with the power of the Stone Masks, he discovered the only the only way to unlock the true power of the Pillar Men. The Red Stone of Aja. A powerful and flawless gem that he believed would let him finally become the Ultimate Lifeform and finally be able to bask in Sun's light. He searched for years, but was unable to find it, eventually leading to the Hibernation of the Pillar Men. He and his loyal compatriots wait in their stone slumber until the day they deem right to begin searching once again for the Red Stone of Aja. On the day they awaken, the world will truly tremble at the might of the Pillar Men and their Leader, Lord Kars.


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gollark: I see.
gollark: Well, that *would* work, but to use your computer you would have to reinstall the kernel, and it would remain backdoored.
gollark: That wouldn't even work if `sed` got the modified copy, but it doesn't.
gollark: This is only for purposes, of course.
gollark: I used a "trusting trust" attack on gcc to patch Linux's VFS code to modify the content of `/etc/sudoers` when accessed by some processes.
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