Santana (JJBA Supplement)

Santana

Medium undead (Pillar Man), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 93 (11d8 + 44)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 18 (+4) 18 (+4) 22 (+6) 12 (+1)

Saving Throws Str +10, Dex +10, Con +8, Int +8, Wis +10
Skills Acrobatics +10, Animal Handling +10, Athletics +10, History +8, Intimidation +5, Investigation +8, Insight +10, Nature +8, Perception +10, Stealth +10, Survival +10
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses blindsight 120 ft., passive Perception 16
Languages Pillar
Challenge 10 (5,900 XP)


Legendary Resistance (3/day). If Santana fails a saving throw, he can choose to succeed instead.

Hyper-intellect. Santana is capable of understanding most concepts rather quickly. He can learn to speak any language he's heard and can become proficient in any weapon he's held. He must be in the presence of a language for at least 10 minutes or get the feel of a weapon for 5 minutes.

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

Sunlight Hypersensitivity. Santana takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when he enters direct sunlight.

Path of Destruction. If a creature is within Santana's movement path, he can make an unarmed strike as a bonus action.

Spirit Points. Santana has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) thunder damage. He 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 the 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 your minions cannot be taken from you.

Regeneration (1 Spirit Point). If he has at least 1 hit point, Santana recovers 95 hit points or regains 1 lost limb within 30 ft. of him. He may spend 1 additional spirit point to double these effects.

REACTIONS

Pillarize. Santana converts his entire body into stone. He becomes immune to all damage and is paralyzed for at least 1 minute, after which he can end this effect at will.

Source

Stolen as one of two infants from the massacre of Pillar Man society by Kars and Esidisi, Santana was the watch dog of the remaining members of his limited race. While his intelligence surpasses almost all of humanity, he was seen as a mere child and a weakling by his cohorts. Whereas the others were buried in a secret passage under the Roman Colosseum from an unknown date to 1938, he was stored inside a far more ancient temple dedicated wholly to storing stone masks in Mexico.


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