Pet Shop (JJBA Supplement)

Pet Shop

Medium beast (falcon), chaotic evil


Armor Class 15
Hit Points 55 (10d8 + 10)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 12 (+1) 12 (+1) 20 (+5) 18 (+4)

Saving Throws Dex +10, Wis +10
Skills Acrobatics +10, Athletics +6, Intimidation +9, Investigation +6, Insight +10, Nature +6, Perception +10, Stealth +10
Senses passive Perception 20
Languages
Challenge 13 (10,000 XP)


Stand Proud Focus. Pet Shop takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Pet Shop 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 Pet Shop takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Horus 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, Pet Shop may expend that stack to cause it to deal full critical damage.

Amorphous Stand. While Horus is not summoned, Pet Shop benefits from its Dexterity and Wisdom scores and can use its actions.

Spirit Points. Pet Shop has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Ice Lance. Pet Shop moves in a 30 + his movement speed ft. line. Every creature in that line must succeed a DC 15 Dexterity saving throw or take 9 (2d8) cold damage and be knocked prone.

Death Penalty (1 Spirit Point). As a full turn action while Horus is not summoned, Pet Shop focuses on creating a meteoric chunk of ice. If he does not take damage until the beginning of his next turn, he targets a 50 ft. radius area that's closest edge is no further than 100 ft. from him. Every creature in this area must succeed a DC 20 Strength, Dexterity, or Constitution saving throw. On a failure, they take 109 (10d20) cold damage. On a success, they take 2/3 this damage.


Horus

Medium elemental (Stand), neutral


Armor Class 22 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 27 (+8) 12 (+1) 12 (+1) 27 (+8) 18 (+4)

Saving Throws Dex +13, Wis +13
Skills Acrobatics +13, Athletics +6, Intimidation +9, Investigation +6, Insight +13, Nature +6, Perception +13, Stealth +13
Senses passive Perception 23
Languages
Challenge 13 (10,000 XP)


Manifestation of Will. Any feature that effects Pet Shop also effects Horus. Any damage Horus takes is instead dealt to Pet Shop. Any effect that targets either Horus or Pet Shop targets both of them. Pet Shop can summon or de-summon Horus as a bonus action. If Pet Shop becomes unconcious, Horus instantly de-summons. Horus and Pet Shop use the same action and bonus action, but moving Horus uses a free action. Horus can only move up to 15 ft. of the Stand user, and moves in parallel with Pet Shop when he moves beyond the 15 ft. radius.

ACTIONS

Unarmed Strike. +12 to hit, range 30/120 ft., one target. Hit: 9 (1d4 + 7) cold damage.

Chilled Touch. As a bonus action, any water Horus is touching freezes instantly.

Ice Trap. As an action or bonus action, Horus lays a trap of ice within 5 ft. it. Each trap covers a 5 foot cube. When a creature steps in one, they must succeed a DC 18 Perception check or have their movement speed be dropped to 0 until the end of their next turn and take 9 (2d8) cold damage. Pet Shop may have up to 8 traps active at a time, and may spend 1 spirit point when he creates an ice trap above this limit to ignore the limit.

REACTIONS

Ice Shield. Horus's AC increases by +5 until the beginning of Pet Shop's next turn. This can be used up to 8 times, regaining all uses at the end of a long rest.

Deep Freeze. One creature that is grappling Horus must succeed a DC 15 Dexterity saving throw or be petrified until the end of their next turn and take 13 (2d12) cold damage.


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