Tamami Kobayashi (JJBA Supplement)

Kobayashi Tamami

Medium humanoid (Human), lawful evil


Armor Class (natural armor)
Hit Points 13 (3d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +4, Cha +5
Skills Animal Handling +4, Deception +5, History +3, Intimidation +5, Insight +4, Perception +4, Performance +5, Persuasion +5, Religion +3, Sleight of Hand +2
Senses passive Perception 14
Languages English, Japanese
Challenge 3 (700 XP)


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

Exchange Blows. When Tamami takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Osiris can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They 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 Tamami 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. Tamami has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

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

The Lock. One creature within 60 ft. must succeed a DC 16 Charisma saving throw or have The Lock appear on them, which can only be seen by Stand Users, which forces the following effects onto them until the give him an amount of money he believes he deserves:

  • When they knowingly commit an evil act, which includes attacking Tamami, the take 3 (1d6) psychic damage.
  • All d20 rolls the creature makes have a -2 penalty.
  • All Deception checks have disadvantage.
  • If they would knowingly lie (which counts as an evil act), they must make a DC 14 Deception check or take 15 (4d6) psychic damage on a failure or take half damage on a successful save.
  • If the first bullet occurs once, they can not take the dash action and their movement speed is reduced by 10 ft.
  • If the first bullet occurs twice, they gain disadvantage on all attack rolls.
  • If the first bullet occurs four times, they can not concentrate, take more than one action per turn, or make reactions.


[Source]

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