Rikiel (JJBA Supplement)

Rikiel

Medium humanoid (human), chaotic neutral


Armor Class 16 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 23 (+6) 14 (+2) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +10, Cha +8
Skills Acrobatics +10, Animal Handling +7, Arcana +5, Intimidation +8, Investigation +5, Medicine +7, Nature +5, Perception +7, Sleight of Hand +10, Stealth +10
Senses passive Perception 17
Languages English
Challenge 10 (5,900 XP)


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

Exploit the Armor. When Rikiel 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 Rikiel takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 4 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, Rikiel may expend that stack to cause it to deal full critical damage.

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

ACTIONS

Unarmed Strike. Ranged Weapon Attack: +10 to hit, range 50 ft., one target. Hit: 11 (1d4 + 6) bludgeoning damage.

Sky High Assault. Rikiel can target one creature within 75 ft. with one of the following as an action, bonus action, or reaction. He use this a number of additional times equal to the amount of spirit points he spends in addition to the option's base cost. Each option saps the heat from a different part of the creature's body.

  • Eyes - the target must succeed a DC 16 Constitution saving throw or become blinded until the end of your next turn.
  • Arms - the target must succeed a DC 16 Constitution saving throw or become restrained until the end of your next turn.
  • Jaw - the target must succeed a DC 16 Constitution saving throw or become unable to speak or eat until the end of your next turn.
  • Ankles - the target must succeed a DC 16 Constitution saving throw or become prone and take 8 (1d4 + 6) psychic damage.
  • Nerves - the target becomes immune to psychic and acid damage, and can ignore any conditions applied to you except grappled, restrained, invisible, prone, blind and deafened.


[Source]

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