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Hol Horse (JJBA Supplement)

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Hol Horse

Medium humanoid (Human), neutral


Armor Class 16 (Natural Armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 23 (+6) 15 (+2) 14 (+2) 16 (+3) 22 (+6)

Saving Throws Wis +7, Cha +10
Skills Acrobatics +10, Deception +10, Insight +7, Investigation +6, Perception +7, Persuasion +14
Senses passive Perception 17
Languages English, Japanese, Arabic, French
Challenge 12 (8,400 XP)


Stand Proud Focus. Hol Horse takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Hol Horse 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.

Exchange Blows. When Hol Horse takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Hol Horse may expend that stack to cause it to deal full critical damage.

It's better to be #2 than #1. At the end of each long rest, Hol Horse chooses 1 willing creature he can see, typically J. Geil. Whenever they attack a creature, he can spend 1 spirit point to attack them as well without spending his reaction, and he can spend 1 further spirit point to gain advantage on the attack. When the creature is attacked, he can spend his reaction to contest a The Emperor attack with the aggressor's, stopping the attack on his success. If this creature is within 50 ft. of him, his attack rolls gain an additional +2 bonus, and his damage rolls gain 1 additional die.

Spirit Points. Hol Horse has 8 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

The Emperor. Ranged Weapon Attack: +15 to hit, 80/160 ft., one target. Hit: 20 (2d8 + 11) piercing damage. This attack ignores cover up to 3/4. These attacks ignore effects that could catch or stop them such as a monk's deflect missile feature. When one of these attacks miss, Hol Horse may make an attack against a different creature for 1 spirit point.

Open that pipe now!!! (3 Spirit Points) At the end of one creature of your choice's next turn, they must attempt a DC 20 Dexterity saving throw or take 49 (10d8) piercing damage, or half as much on a successful save. If they are beyond 80 ft. from you, they have advantage. If they are beyond 160 ft., they can not be targeted by this effect.



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