Keicho Nijimura (JJBA Supplement)
Keicho Nijimura
Medium humanoid (Human), lawful neutral Armor Class 15 (natural armor)
Saving Throws Dex +10, Cha +10 Stand Proud Focus. Keicho takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Keicho 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 Keicho takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Bad Company 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, Keicho may expend that stack to cause it to deal full critical damage. Spirit Points. Keicho has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.
|
|
Bad Company Trooper
Tiny elemental (Stand), neutral good Armor Class 10 (natural armor)
Saving Throws Dex +14, Cha +10 Manifestation of Will. Any feature that effects Keicho also effects Bad Company. Any damage Bad Company takes is instead dealt to Keicho. Any effect that targets either Bad Company or Keicho targets both of them. Keicho can summon or de-summon Bad Company as a bonus action. If Keicho becomes unconcious, Bad Company instantly de-summons. Bad Company and Keicho use the same action and bonus action, but moving any or all of Bad Company uses a free action. Bad Company can only move up to 50 ft. of Keicho, and moves in parallel with Keicho when he moves beyond the 50 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Bad Company, 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 Bad Company, and it is no longer invisible to them. Bad Company can phase through creatures/objects and everything seen by Bad Company is also seen by Keicho. Colony Stand. Keicho can summon and control up to 40 Bad Company Troopers. 5 units can occupy the same 5 ft. space. ACTIONSRifle. Ranged Weapon Attack: +14 to hit, range 30 ft., one target. Hit: Roll die with a maximum total of the number of stands you use for the attack, using the fewest number of die possible. (For example, if 4 units attack, roll a d4. If 40 units attack, roll 2d20.) Landmine. One trooper places a landmine in its space as an action. Creatures with a passive perception lower than 15 can not see these mines. The first creature to enter a space with a landmine must attempt a DC 15 Dexterity saving throw. On a failure, they take 14 (3d8) fire damage and have their movement speed reduced by 10 feet until they are healed for at least 10 hit points in one instance. On a success, they take half as much damage and their movement speed is not reduced. Keicho may have up to 9 landmines active at a time. REACTIONSCovering Fire. Keicho contests a Bad Company Trooper Rifle attack with a ranged attack roll that passes through their range. On Keicho's success, the attack is negated. |
Bad Company Green Beret
Tiny elemental (Stand), neutral good Armor Class 10 (natural armor)
Saving Throws Dex +14, Cha +10 Manifestation of Will. Any feature that effects Keicho also effects Bad Company. Any damage Bad Company takes is instead dealt to Keicho. Any effect that targets either Bad Company or Keicho targets both of them. Keicho can summon or de-summon Bad Company as a bonus action. If Keicho becomes unconcious, Bad Company instantly de-summons. Bad Company and Keicho use the same action and bonus action, but moving any or all of Bad Company uses a free action. Bad Company can only move up to 50 ft. of Keicho, and moves in parallel with Keicho when he moves beyond the 50 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Bad Company, 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 Bad Company, and it is no longer invisible to them. Bad Company can phase through creatures/objects and everything seen by Bad Company is also seen by Keicho. Colony Stand. Keicho can summon and control 1 Bad Company Green Beret. 5 units can occupy the same 5 ft. space. ACTIONSRifle. Ranged Weapon Attack: +14 to hit, range 30 ft., one target. Hit: Roll die with a maximum total of the number of stands you use for the attack, using the fewest number of die possible. (For example, if 4 units attack, roll a d4. If 40 units attack, roll 2d20.) Landmine. One trooper places a landmine in its space as an action. Creatures with a passive perception lower than 15 can not see these mines. The first creature to enter a space with a landmine must attempt a DC 15 Dexterity saving throw. On a failure, they take 14 (3d8) fire damage and have their movement speed reduced by 10 feet until they are healed for at least 10 hit points in one instance. On a success, they take half as much damage and their movement speed is not reduced. Keicho may have up to 9 landmines active at a time. Dagger. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. REACTIONSCovering Fire. Keicho contests a Bad Company Trooper Rifle attack with a ranged attack roll that passes through their range. On Keicho's success, the attack is negated. |
Bad Company Tank
Tiny elemental (Stand), neutral good Armor Class 10 (natural armor)
Saving Throws Dex +14, Cha +10 Manifestation of Will. Any feature that effects Keicho also effects Bad Company. Any damage Bad Company takes is instead dealt to Keicho. Any effect that targets either Bad Company or Keicho targets both of them. Keicho can summon or de-summon Bad Company as a bonus action. If Keicho becomes unconcious, Bad Company instantly de-summons. Bad Company and Keicho use the same action and bonus action, but moving any or all of Bad Company uses a free action. Bad Company can only move up to 50 ft. of Keicho, and moves in parallel with Keicho when he moves beyond the 50 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Bad Company, 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 Bad Company, and it is no longer invisible to them. Bad Company can phase through creatures/objects and everything seen by Bad Company is also seen by Keicho. Colony Stand. Keicho can summon and control up to 7 Bad Company Tanks. 5 units can occupy the same 5 ft. space. ACTIONSCannon. Ranged Weapon Attack: +14 to hit, range 50 ft., one target. Hit: 14 (3d8) fire damage. REACTIONSCovering Fire. Keicho contests a Bad Company Tank Cannon attack with a ranged attack roll that passes through their range. On Keicho's success, the attack is negated. |
Bad Company Appache
Tiny elemental (Stand), neutral good Armor Class 10 (natural armor)
Saving Throws Dex +14, Cha +10 Manifestation of Will. Any feature that effects Keicho also effects Bad Company. Any damage Bad Company takes is instead dealt to Keicho. Any effect that targets either Bad Company or Keicho targets both of them. Keicho can summon or de-summon Bad Company as a bonus action. If Keicho becomes unconcious, Bad Company instantly de-summons. Bad Company and Keicho use the same action and bonus action, but moving any or all of Bad Company uses a free action. Bad Company can only move up to 50 ft. of Keicho, and moves in parallel with Keicho when he moves beyond the 50 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Bad Company, 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 Bad Company, and it is no longer invisible to them. Bad Company can phase through creatures/objects and everything seen by Bad Company is also seen by Keicho. Colony Stand. Keicho can summon and control up to 2 Bad Company Appaches. 5 units can occupy the same 5 ft. space. ACTIONSMissile. Ranged Weapon Attack: +14 to hit, range 60 ft., one target. Hit: 15 (4d6) fire damage. REACTIONSCovering Fire. Keicho contests a Bad Company Appache Missile attack with a ranged attack roll that passes through their range. On Keicho's success, the attack is negated. |
Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting)