Terunosuke Miyamoto (JJBA Supplement)

Terunosuke Miyamoto

Medium humanoid (human), neutral evil


Armor Class 13
Hit Points 49 (9d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 17 (+3) 15 (+2) 17 (+3)

Saving Throws Dex +7, Cha +7
Skills Athletics +5, History +7, Intimidation +7, Stealth +7
Senses passive Perception 12
Languages Japanese
Challenge 11 (7,200 XP)


Stand Proud Focus. Terunosuke 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 Terunosuke takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Terunosuke 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 that attacks him without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Terunosuke 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. Terunosuke has 9 spirit points which they may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Terrify. One creature within 20 ft. must succeed a DC 16 Charisma saving throw or become frightened until the end of their next turn.


[Source]

Enigma

Medium elemental (Stand),


Armor Class 19 (Natural Armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 23 (+6) 21 (+5) 17 (+3)

Saving Throws Dex +7, Cha +7
Skills Athletics +5, History +10, Intimidation +7, Stealth +7
Senses passive Perception 15
Languages Japanese
Challenge 11 (7,200 XP)


Manifestation of Will. Any feature that effects Terunosuke also effects Enigma. Terunosuke can summon or de-summon Enigma as a bonus action. If Terunosuke becomes unconcious, the Stand instantly de-summons. Enigma and Terunosuke use the same action and bonus action, but moving Enigma uses a free action. Enigma can only move up to 15 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Enigma, 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 Enigma, and it is no longer invisible to them. Enigma can phase through creatures/objects and everything seen by Enigma is also seen by Terunosuke.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Object Transformation. Enigma transforms as object up to the size of a semi-truck into a piece of paper. It does not weigh more than the paper itself, and anyone may open the paper to retrieve the object as a bonus action. If the paper is destroyed, so is the object. Transformed objects maintain the qualities they had when they were transformed (i.e. fresh food remains hot and fresh, a speeding car stays at the same speed, etc.). Transforming a creature into paper costs 1 additional spirit point, they must be frightened, and they become incapactated until they are freed from the paper. This can be done as a bonus action for 1 additional spirit point.



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