Pork Pie Hat Kid (JJBA Supplement)

Pork Pie Hat Kid

Medium humanoid (Human), chaotic neutral


Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Athletics +6, Perception +4, Performance +2, Sleight of Hand +6
Senses passive Perception 14
Languages English
Challenge 2 (450 XP)


Stand Proud Focus. Pork Pie Hat Kid 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 Pork Pie Hat Kid takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "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 Pork Pie Hat Kid successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Pork Pie Hat Kid has 3 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Wired. Melee Weapon Attack: +6 to hit, reach 50 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and Pork Pie Hat Kid may make a grapple check. This ignores cover, automatically hits while grappling. This does not require use of either hand.

Wired Plant. Pork Pie Hat Kid plants Wired in a place within range. It stays there until it is touched or a Wired attack is made. If it is touched, the creature that did so is automatically hit and grappled by a Beach Boy attack.


[Source]

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