Squalo (JJBA Supplement)

Squalo

Medium humanoid (Human), chaotic neutral


Armor Class 10 (natural armor)
Hit Points 18 (4d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 11 (+0) 17 (+3) 15 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8
Skills Animal Handling +5, Arcana +6, Nature +6, Perception +5, Stealth +5, Survival +5
Senses passive Perception 15
Languages Italian
Challenge 5 (1,800 XP)


Stand Proud Focus. Squalo takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Squalo takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 3 "Exchange Blows Stacks" at once. Using extra attacks during your 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.

Exploit the Armor. When Squalo 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.

Spirit Points. Squalo has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


[Source]

Clash

Tiny elemental (Stand),


Armor Class 20 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 17 (+3) 15 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8
Skills Animal Handling +5, Arcana +6, Nature +6, Perception +5, Stealth +8, Survival +5
Senses passive Perception 15
Languages Italian
Challenge 5 (1,800 XP)


Manifestation of Will. Any feature that effects Clash also effects Squalo. Any damage Clash takes is instead dealt to Squalo. Any effect that targets either Clash or Squalo targets both of them. Mannish can summon or de-summon Clash as a bonus action, but only in liquid, no matter how little. Clash and Squalo use the same action and bonus action, but moving Clash uses a free action. Clash can only move up to 240 ft. of Squalo, and moves in parallel with him when he moves beyond the 240 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Teleport. As a bonus action, Clash teleports to a body of water within 20 ft. Squalo can spend 1 spirit point as part of this bonus action to regain his bonus action.


[Source]

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gollark: THERE IS NO FLAG REGISTER
gollark: I like it, makes sense.
gollark: So branch if equal/less than/not equal/etc?
gollark: Although there's room to specify two registers, so hmm.
gollark: Maybe TIS-style JEZ/JGZ/whatever but with specified registers.
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