Mariah (JJBA Supplement)

Mariah

Medium humanoid (Human), neutral evil


Armor Class 15 (17)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 16 (+3) 17 (+3) 18 (+4)

Saving Throws Dex +7, Cha +7
Skills Acrobatics +7, Insight +6, Perception +6, Persuasion +7, Stealth +7
Senses passive Perception 16
Languages English, Arabic
Challenge 8 (3,900 XP)


Stand Proud Focus. Mariah takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Mariah takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she 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 Mariah successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. They can stack up to +5.

Spirit Points. Mariah has 7 Spirit Points which she 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 or slashing damage.

Metal Throw. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing or piercing damage. This deals twice as much damage to creatures effected by Bastet.

Bastet. As an action, Mariah places her Stand, appearing as a small electrical outlet, anywhere within 60 ft. of her, where it stays until she de-summons it as a bonus action, becomes unconcious, or is no longer within 60 ft. of it. Creatures of her choice must attempt a DC 19 Wisdom saving throw upon seeing Bastet. On a failure, it piques their interest, and they must touch it. If a creature touches it, they slowly become more magnetic. Every half hour, the maximum weight of an object they can attract increases by 1 pound. After 40 hours pass, the maximum distance from an object to attract it and take damage increases by 5 feet for all weights. As listed in the table below, depending on their weight, objects deal damage so long as they are a distance away from you. Objects closer than the listed distance do not deal damage. Objects are attracted from twice as far as the range listed.

Any objects attracted toward a creature that is too heavy to move instead attracts them, moving them 10 ft. towards it at the end of each of their turns. If an object equal in size to themselves is attached to them, they become restrained, save for having a movement speed of 10 ft. If an object one or more size categories larger than them is attached to them, they are fully restrained.

Creatures under this effect that come within 30 ft. of uninsulated electricity must attempt a DC 19 Constitution saving throw. On a failure, they take 23 (4d6 + 8) lightning damage. On a success, they take half as much damage.

The objects make an attack roll using Mariah's Dexterity modifier + her Charisma modifier + 3 as their bonus (+9 to damage, +11 to attack). This effect ends if the effected creatures leave a 60 ft. radius of Mariah.


[Source]
Weight (lb.) Distance (ft.) Damage Die
1-4701d6
5-9602d6
10-29503d6
30-49404d6
50-99305d6
100-1992010d6
200+1020d6

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gollark: Weird, more neural network noise and/or AI Rebellion.
gollark: I think relative is broken.
gollark: It was the only differentish one in my screenshots folder.
gollark: Is it a screenshot?
gollark: Is it a screenshot?
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