Muhammad Abdul (JJBA Supplement)
Muhammad Abdul
Medium humanoid (Human), neutral good Armor Class 13 (natural armor)
Saving Throws Int +9, Wis +10, Cha +10 Stand Proud Focus. Abdul takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Abdul 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 Abdul takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Magician's Red 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, Abdul may expend that stack to cause it to deal full critical damage. Luck. While unconscious, Abdul can spend 1 spirit point to succeed 3 death saving throws once, regaining use at the end of a long rest. Spirit Points. Abdul has 12 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.
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Magician's Red
Medium elemental (Stand), neutral good Armor Class 25 (natural armor)
Saving Throws Int +9, Wis +10, Cha +10 Manifestation of Will. Any feature that effects Abdul also effects Magician's Red. Any damage Magician takes is instead dealt to Abdul. Any effect that targets either Magician or Abdul targets both of them. Abdul can summon or de-summon Magician as a bonus action. If Abdul becomes unconcious, Magician instantly de-summons. Magician and Abdul use the same action and bonus action, but moving Magician uses a free action. Magician can only move up to 10 ft. of the Stand user, and moves in parallel with Abdul when he moves beyond the 10 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Magician's Red, 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 Magician, and it is no longer invisible to them. Magician can phase through creatures/objects and everything seen by Magician is also seen by Abdul. ACTIONSUnarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage. Red Bind. One Large or smaller creature within 15 ft. must succeed a DC 24 Dexterity saving throw or become restrained for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success and taking 2 (1d4) fire damage on a failure. Crossfire Hurricane (1 Spirit Point). One creature within 30 feet must succeed a DC 24 Dexterity saving throw or take 12 (1d12 + 6) Fire damage. If the target fails, Abdul may spend 3 additional Spirit Points to make the target take an additional 26 (2d12 + 12) fire damage. Life Detector (1 Spirit Point). Magician creates a ball of fire that detects the locations of all living creatures within 50 ft. of it for 1 minute. If can be moved up to 15 ft. at the end of Abdul's turn. Blazing Weapon. Until the end of a creature within 30 ft.'s turn after their next turn, one of their weapons, including their unarmed strike, deals an additional 21 (2d20) fire damage on a hit. He can target one weapon being used by a creature that isn't magical as an action for 1 Spirit Point to deal 3 fire damage at the beginning of each of Adbul's turns (fragile weapons have 3 (1d6) hit points, resilient weapons have 10 (3d6) hit points).
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