Rip Van Winkle (JJBA Supplement)

Rip Van Winkle

Medium humanoid (Human), chaotic evil


Armor Class 14
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 16 (+3) 18 (+4) 17 (+3)

Saving Throws Dex +8, Cha +7
Skills Acrobatics +8, History +7, Insight +8, Perception +8, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses passive Perception 18
Languages English, German, French
Challenge 12 (8,400 XP)


Regeneration. Rip regains 13 (2d6 + 6) hit points and the start of his turn if she has at least 1 hit point and isn't in sunlight. She may spend 1 spirit point when this happens to double the hit points regained. If Rip takes radiant damage, this trait doesn't work until the start of her next turn. When she is reduced to 0 hit points, she may spend 1 spirit point to remain at 1 hit point instead. If she would be killed, she must spend 2 spirit points and become incapacitated until the end of her next turn.

Your human eyes are not to be trusted, all they'll do is lie to you. Rip may make attacks with ranged weapons up to their maximum range without disadvantage while she has at least 1 spirit point. She can see creatures that are invisible, including Stands, and is not effected by visual illusions while she has at least 1 spirit point.

Spirit Points. Rip has 7 spirit points which she may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Rip makes 2 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. She regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over Rip's minions cannot be taken from her.

Musket. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This has the armor piercing (-2) property.


[Source]

The most human among the strongest military unit within Millennium known as the Werewolves, Rip Van Winkle is childish, impulsive, and fearful of those who she senses to be stronger than her. However, above all, she is a member of Millennium, holding the Major's word above anything else.


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gollark: My public IP works fine for me on my network. IPv4 and v6.
gollark: Presumably the idea is to just remove/backdoor the encryption stuff which is easily used and accessible to consumers (encrypted messaging, full disk encryption on phones), which is not going to stop anyone who is doing evilness but will definitely allow widespread surveillance on most people.
gollark: They obviously can't actually stop people from using encryption in general. Encryption is very widely distributed maths and code. Even if all the code ceased to exist you could reconstruct working stuff from even just the Wikipedia pages.
gollark: And the many times the UK and other places have insisted that end to end encryption is bad because something something terrorism think of the children everything will be awful if we can't spy on all messages ever.
gollark: There was that fun time when the UK Home Secretary talked about "getting people who understand the necessary hashtags" talking when yet again demanding an impossible magic backdoor.
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