Kenzou (JJBA Supplement)

Kenzou

Medium humanoid (human), neutral evil


Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 11 (+0) 15 (+2) 13 (+1) 14 (+2)

Saving Throws Dex +6, Wis +4
Skills Acrobatics +6, Animal Handling +4, Athletics +6, History +5, Insight +4, Medicine +4, Nature +5, Perception +4, Performance +5, Persuasion +5, Sleight of Hand +6, Survival +4
Senses passive Perception 14
Languages English
Challenge 6 (2,300 XP)


Stand Proud Focus. Kenzou takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Kenzou 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 Kenzou 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, Kenzou may expend that stack to cause it to deal full critical damage.

Dragon's Dream. At the beginning of each of Kenzou's turns, an ethereal emerald dragon that appears within 60 ft. of Kenzou and can only be seen by Stand users points out two 5 ft. areas to every creature that can see them that last until the beginning of your next turn. In one area, every d20 roll the creature takes has advantage, while in the other they have disadvantage.

Spirit Points. Kenzou has 6 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.


[Source]

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