Telence T. D'Arby (JJBA Supplement)

Telence T. D'Arby "D'Arby Younger"

Medium humanoid (Human), chaotic evil


Armor Class 12 (natural armor)
Hit Points 10 (3d8 - 3)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 8 (-1) 14 (+2) 12 (+1) 16 (+3)

Skills Arcana +4, Athletics +4, Perception +3
Senses passive Perception 10
Languages any one language
Challenge 1 (200 XP)


Stand Proud Focus. D'Arby Younger 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 D'Arby Younger 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 D'Arby Younger 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.

'Yes, Yes, Yes. While Atum is looking at a creature, he may think or vocalize a yes or no question, learning their answer. The creature does not know this has taken place. D'Arby has expertise in all gaming sets.

Hover. D'Arby can not move more than 15 ft. above the ground with his flying speed.

Spirit Points. D'Arby Younger has 3 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.

Soul Bet. D'Arby contests his Persuasion or Deception check with and one other creature's Insight check before any sort of contest. If he succeeds, they bet their soul. If he wins the contest, the creature takes 20d20 force damage. If they are killed by this, their soul is removed from their body and converted into a doll. If he loses a bet, the soul returns to its body if possible, or goes to the afterlife.


Atum

Medium elemental (Stand), unaligned


Armor Class 17 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 14 (+2) 14 (+2) 12 (+1) 16 (+3)

Skills Arcana +4, Athletics +7, Perception +3
Senses passive Perception 10
Languages any one language
Challenge 1 (200 XP)


Manifestation of Will. Any feature that effects D'Arby Younger also effects Atum. Any damage Atum takes is instead dealt to D'Arby Younger. Any effect that targets either Atum or D'Arby Younger targets both of them. D'Arby Younger can summon or de-summon Atum as a bonus action. If the D'Arby Younger becomes unconcious, Atum instantly de-summons. Atum and D'Arby Younger use the same action and bonus action, but moving Atum uses a free action. Atum can only move up to 15 ft. of D'Arby Younger, and moves in parallel with D'Arby Younger when he moves beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Osiris, 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. Osiris can phase through creatures/objects and everything seen by Osiris is also seen by D'Arby.

Autonomous Stand. Atum can only attack or otherwise interact in a hostile manner with creatures that attempt to cause harm to D'Arby, and must stop when they do. D'Arby can not directly control it beyond telling it to look in a certain direction.

Soul Steal. Whenever a creature D'Arby Younger challenges to a bet loses or "admits defeat in their heart", he expends a spirit point as Atum manifests automatically and imprisons the creature's soul within a specially made doll, created by D'Arby Younger. If D'Arby Younger dies, so too do any souls Atum has captured.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.



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