Toyohiro Kanedaichi (JJBA Supplement)

From D&D Wiki
Revision as of 22:31, 1 February 2021 by Geobot671 (talk | contribs) (Geobot671 moved page Toyohiro Kanedaichi (5e Creature) to Toyohiro Kanedaichi (JJBA Supplement): Bot: Moved page)
Jump to navigation Jump to search

Toyohiro Kandachi

Medium humanoid (human), lawful evil


Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 15 (+2) 17 (+3) 18 (+4)

Saving Throws Dex +7, Wis +7
Skills Acrobatics +7, Athletics +5, History +6, Insight +7, Perception +7, Persuasion +8, Survival +7
Senses passive Perception 17
Languages Japanese
Challenge 9 (5,000 XP)


Stand Proud Focus. Toyohiro 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 Toyohiro 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. Toyohiro 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 Toyohiro 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.

Superfly. Toyohiro's Stand is bound to a 45 ft. x 45 ft. transmission tower. Any amount of creatures can enter or exit this location, but the last creature who attempts to exit has their speed reduced to 0, and must make DC 15 Constitution saving throws if they continue to attempt to leave. If they fail three of these saving throws, they become petrified as their body is transformed into metal. Re-entering Superfly resets the saving throw count. When a creature attacks Superfly, they must make a DC 15 Dexterity saving throw, taking the full damage of the attack as force damage on a failure, or half as much damage on a success.

Captive Audience. Toyohiro has advantage on Deception and Persuasion checks while both he is inside Superfly.

Specific Redirection. While inside Superfly, Toyohiro has a flying speed equal to hit movement speed.

Spirit Points. Toyohiro has 6 spirit points which they may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Bolt Redirect. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and for 3 spirit points they must attempt a DC 18 Dexterity saving throw. On a failure, they are restrained as they are pinned to the surface. They may attempt a DC 18 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Mold Tower (1 Spirit Point). As a bonus action, the number of saving throws needed for one creature of your choice to become petrified by exiting Superfly is reduced by 1 until the end of Toyohiro's next turn.


Toyohiro_Kanedaichi_Infobox_Anime.png
[Source]



Back to Main Page5e HomebrewCampaign SettingsJoJo's Bizarre Adventure WorldBestiary (JJBA Setting)

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png