Mike O. (JJBA Supplement)

Mike O.

Medium humanoid (Human), lawful neutral


Armor Class 13
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 15 (+2) 16 (+3) 16 (+3) 19 (+4)

Saving Throws Str +7, Wis +7
Skills Athletics +7, Insight +7, Medicine +7, Perception +7, Performance +8, Sleight of Hand +7, Stealth +7
Senses passive Perception 17
Languages English
Challenge 11 (7,200 XP)


Stand Proud Focus. Mike O. takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Mike O. takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. They can only have up to 4 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They 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 Mike O. 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.

Spirit Points. Mike O. has 9 Spirit Points which they 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: 4 (1d4 + 3) bludgeoning damage.

Blow Balloon. Mike O. transforms a piece of metal into a metal balloon.

Tubular Bells. Mike O. transforms 1 metal balloon into an equal sized creature that uses Tubular Bells as its stat block (i.e. a rat for a nail, a motorcycle for an elephant, etc.).


[Source]

Tubular Bells

Varies elemental (Stand), any alignment


Armor Class 19 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 21 (+5) 19 (+4) 16 (+3) 16 (+3) 19 (+4)

Saving Throws Str +9, Wis +7
Skills Athletics +9, Insight +7, Medicine +7, Perception +7, Performance +8, Sleight of Hand +9, Stealth +9
Senses passive Perception 17
Languages English
Challenge 11 (7,200 XP)


Variable Size. Tiny Tubular Bells have 32 (5d4 + 20) hit points, Small Tubular Bells have 37 (5d6 + 20), Medium Tubular Bells have 42 (5d8 + 20), Large Tubular Bells have 47 (5d10 + 20), Huge Tubular Bells have 52 (5d12 + 20), and Gargantuan Tubular Bells have 72 (5d20 + 20) hit points.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.



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