Okuyasu Nijimura (JJBA Supplement)
Okuyasu Nijimura
Medium humanoid (Human), chaotic good Armor Class 15 (natural armor)
Saving Throws Str +10, Dex +8 Stand Proud Focus. Okuyasu takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Okuyasu takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "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 Okuyasu 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. I had a strange dream... (5 Spirit Points). When Okuyasu would fail his third death saving throw, he instead becomes unconcious for 1 minute and automatically stabilizes. After this minute, he returns to his maximum hit points and immediately takes his turn if he is in initiative. Spirit Points. Okuyasu has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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The Hand
Medium elemental (Stand), lawful good Armor Class 24 (natural armor)
Saving Throws Str +14, Dex +8 Manifestation of Will. Any feature that effects The Hand also effects Okuyasu. Any damage The Hand takes is instead dealt to Okuyasu. Any effect that targets either The Hand or Okuyasu targets both of them. Okuyasu can summon or de-summon The Hand as a bonus acton. If Okuyasu becomes unconcious, The Hand instantly de-summons. The Hand and Okuyasu use the same action and bonus action, but moving The Hand uses a free action. The Hand can only move up to 5 ft. of Okuyasu, and moves in parallel with him when he moves beyond the 5 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user. ACTIONSUnarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 8) bludgeoning damage. Swipe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (6d8 + 8) force damage. This attack can not benefit from Exchange Blows. A creature or object reduced to 0 hit points by this action is killed instantly and erased from existence. If you miss with this attack, you may use and Air Swipe as a bonus action. Air Swipe. One creature within 65 ft. moved 30 ft. closer to Okuyasu, or Okuyasu moved 30 ft. in a straight line. Air Swipe Barrage (2 Spirit Points). As a bonus action, Okyuasu uses Air Swipe 3 times. REACTIONSErase. Okuyasu attempts to swipe away an oncoming ranged attack or projectile spell (i.e. magic missile or firebolt, not vicious mockery or fireball) that he can see that is coming towards him or a creature within 30 feet. He must either contest his attack roll with theirs, the spell's DC, or 20 if there is neither. Okuyasu can spend 1 spirit point to regain his reaction. Air Swipe. One creature within 65 ft. moved 30 ft. closer to Okuyasu, or Okuyasu moved 30 ft. in a straight line. |
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