Wamuu (JJBA Supplement)

Wamuu, Warrior of the Pillar Men

Medium undead (Pillar Man), lawful evil


Armor Class 21 (Natural Armor)
Hit Points 123 (13d8 + 65)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 20 (+5) 22 (+6) 22 (+6) 12 (+1)

Saving Throws Str +11, Dex +9, Con +9, Int +10, Wis +10
Skills Acrobatics +9, Animal Handling +10, Athletics +11, History +10, Intimidation +5, Investigation +10, Insight +10, Nature +10, Perception +10, Stealth +9, Survival +10
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses blindsight 120 ft., passive Perception 16
Languages Pillar
Challenge 12 (8,400 XP)


Legendary Resistance (3/day). If Wamuu fails a saving throw, he can choose to succeed instead.

Hyper-intellect. Wamuu 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 10 minutes or get the feel of a weapon for 5 minutes.

Regeneration. Wamuu regains 13 (2d6 + 6) 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 Wamuu 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.

Sunlight Hypersensitivity. Wamuu takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when he enters direct sunlight.

Path of Destruction. If a creature is within Wamuu's movement path, he can make an unarmed strike as a bonus action.

Wind Mode. Wamuu can not have his movement speed reduced by any means other than becoming restrained or unconcious, and he ignores difficult terrain.

Spirit Points. Wamuu has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) thunder 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.

Divine Sandstorm (4 Spirit Points). All creatures in a 60 foot cone must attempt a DC 18 Constitution or Dexterity saving throw. On a failure, they take 23 (3d10 + 6) thunder damage and are knocked prone. On a success, they take half as much damage and are still knocked prone.

Regeneration (1 Spirit Point). If he has at least 1 hit point, Wamuu recovers 95 hit points or regains 1 lost limb within 30 ft. of him. He may spend 1 additional spirit point to double these effects.

Wind Suit (3 Spirit Points). Wamuu gains the following for 1 minute. He becomes invisible, is unaffected by Sunlight Hypersensitivity, and he may spend 1 spirit point as a bonus action to cause his successful attacks to become critical hits until the start of his next turn; he may spend 1 additional spirit point to cause all of your attacks to always successfully hit as well.

Hit me some more... nobody has ever wounded my face... this is the honor I give you before you die! As a bonus action, Wamuu gains an amount of damage reduction equal to the number of spirit points spent until the beginning of his next turn.

Final Mode: Atmospheric Rift. Wamuu designates a 60 foot line that lasts until this feature ends. Once per turn, any creature on this line must succeed a DC 19 Dexterity saving throw or take 59 (10d10) force damage. You may move this line up to 45 degrees as an action. You may only use this action to move the line or end this effect. You must succeed a DC 18 Constitution saving throw at the end of each of your turns or have this effect end. When this effect ends, you instantly drop to 0 hit points.


Wamuu the warrior, Source

From a long forgotten clan of warriors, the Pillar Men, Wamuu is one of their finest. Saved as a baby by his masters, he is in loyal service to his superiors, Lord Kars and Esidisi. He serves in his one true cause: to seek out the Red Stone of Aja for his master Lord Kars so that he may become the Ultimate Life Form. However, Wamuu is incredibly noble compared to the other Pillar Men. He has incredible respect for other warriors, and those who fight valiantly are remembered and honored in his memory. He never turns down an opportunity to witness warriors flourish where he can and have a fight that truly tests his mettle. He is also known as the Master of Wind of the pillar men, capable of bending the air around him to his whim, making him a truly fearsome foe to face. Fortunately for those other than the Pillar Men, Wamuu and his masters are more than likely hibernating, deep in the earth in some sacred tomb, where they have yet to awaken from their stone shells. However, the day shall arise when the Pillar Men shall awaken, and on that day life shall feel it's greatest threat.


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gollark: "How dare you *ask for improvements*?"
gollark: A passive-aggressive aside? Very TJ09.
gollark: Mints everwyhere.
gollark: Also, inbreeding should make your dragons get genetic diseases.
gollark: Not *animated*, just a different color per nebula. You could randomly generate their patterns too.
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