Thunder McQueen (JJBA Supplement)
Thunder McQueen
Medium humanoid (Human), chaotic evil Armor Class (natural armor)
Saving Throws Str +5 Stand Proud Focus. Thunder 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 Thunder 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 Thunder 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. Thunder has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Highway to Hell. Thunder binds his Stand to one creature within 30 ft. Until he ends this effect as an action, any damage dealt to himself deals an equal percentage of damage to the creature it is bound to.
|
|
Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting)