Ultimate Kars (JJBA Supplement)
Lord Kars, the Ultimate Lifeform
Medium humanoid (Pillar Man), chaotic evil Armor Class 27 (Natural Armor)
Saving Throws Str +19, Dex +19, Con +19, Int +19, Wis +19 Legendary Resistance (3/day). If Kars fails a saving throw, he can choose to succeed instead. Infinite Intellect. Kars is capable of understanding most concepts rather quickly. He can learn to speak any language he's heard and can become proficient in any weapon he's held. He must be in the presence of a language for at least 1 minute or the presence of a weapon for 30 econds. Kars can see Stands and invisible creatures. Kars can use any feature he has seen. Regeneration. Kars regains 27 (2d6 + 1d20 + 10) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If Kars takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn. Path of Destruction. If a creature is within Kars's movement path, he can make an unarmed strike as a bonus action. Light Mode. Kars can not have his movement speed reduced by any means other than becoming restrained or unconcious, and he ignores difficult terrain. Hamon. Kars has 15 Hamon points which he may expend. He regains all Hamon points at the end of a long rest. Spirit Points. Kars has 25 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSMultiattack. Kars makes 4 attacks with his Unarmed Strike. He may spend 1 spirit point as a bonus action to cause his successful hits to become critical hits until the start of his next turn; he may spend 1 additional spirit point during that bonus action to cause all of his attacks to always successfully hit as well. Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 28 (2d8 + 19) slashing damage. He regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you. Blinding Slash. As a bonus action, or as a free action for 1 spirit point, Kars forces a creature to succeed a DC 20 Wisdom saving throw or become blind for 1 minute. They may retry this saving throw at the end of each of their turns. Bending Flesh. Kars casts true polymorph on himself regardless of CR.
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The lone remaining Pillar Man, Kars finally acquired the Red Stone of Aja after a long, sinister fight with Lisa Lisa. Using it and the surrounding army of UV soldiers, he ascended beyond a Pillar Man; beyond any lifeform to have every existed. Having finally achieved his life's goal of conquering the sun, he decided to celebrate and mourn the deaths of the other Pillar Men who had not made it to perfection by killing Joseph Joestar. After a drawn out, toying fight, he was launched into outer space via forced volcanic eruption. As his body froze into place and floated through space, he eventually stopped thinking. |
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