Tama (JJBA Supplement)

Tama

Tiny plant (cat), chaotic good


Armor Class 21 (natural armor)
Hit Points 17 (5d4 + 5)
Speed 0 ft.


STR DEX CON INT WIS CHA
17 (+3) 26 (+8) 12 (+1) 12 (+1) 20 (+5) 17 (+3)

Saving Throws Wis +9, Cha +7
Skills Animal Handling +9, Intimidation +7, Investigation +5, Nature +5, Perception +9, Stealth +12, Survival +9
Senses passive Perception 19
Languages
Challenge 9 (5,000 XP)


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

Exploit the Armor. When Tama 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 Tama takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Ratt 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, Tama may expend that stack to cause it to deal full critical damage.

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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) piercing damage.

Stray Cat. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 13 (2d6 + 8) acid damage. Tama can spend 1 spirit point to gain advantage, and can spend 1 spirit point in the same manner to ignore 1 tier of cover (1 SP for 1/2, 2 SP for 2/3, 3 SP for full).

Stray Cat Prison. One creature within 60 ft. must succeed a DC 18 Dexterity saving throw or become restrained for 1 minute. They may retry a Strength saving throw of the same DC at the end of each of their turns, ending this effect early on a success.


[Source]

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