Midler (JJBA Supplement)
Midler
Medium humanoid (Human), lawful evil Armor Class 14
Saving Throws Dex +8, Int +5 Stand Proud Focus. Midler takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. She also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Midler 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. She can only have up to 4 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. she 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 Midler successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5. Spirit Points. Midler has 8 Spirit Points which she can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. You don't mean any of that!! (1-4 Spirit Points). As a free action, Midler gains a number of Exchange Blows stacks as spirit points spent instantly.
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High Priestess
Tiny elemental (Stand), — Armor Class 21 (natural armor)
Saving Throws Dex +11, Int +5 Manifestation of Will. Any feature that effects Midler also effects High Priestess. Any damage High Priestess takes is instead dealt to Midler. Any effect that targets either High Priestess or Midler targets both of them. Midler can summon or de-summon High Priestess as a bonus action. If High Priestess user becomes unconcious, High Priestess instantly de-summons. High Priestess and Midler use the same action and bonus action, but moving High Priestess uses a free action. High Priestess can be within 50 ft. of Midler, and moves in parallel with Midler if she moved outside of the 50 ft. range. Invisible Force. Only Stand users and creatures with any form of spellcasting can see High Priestess, 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 High Priestess, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by High Priestess is also seen by the user. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 7) slashing damage. This deals twice as much damage to objects, and this damage can not be reduced in any way. REACTIONSTransform (1 Spirit Point). As a bonus action or reaction, Priestess transforms into any object up to Gargantuan in size, including weapons with enough ammunition to be completely loaded once, for 1 minute. Doing so removes the restrained and grappled conditions. While transformed into any object larger than Medium, Priestess can not move unless the object already had the ability to move. Its unarmed attack die increases by 1 tier per size category above Tiny. Alternatively, it gains a damage reduction of 4. It may end this effect early as a bonus action or by making a normal unarmed attack. |
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