Ikuro Hashizawa (JJBA Supplement)

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Ikuro Hashizawa

Medium humanoid (Human), chaotic neutral


Armor Class 18 (Natural Armor)
Hit Points 230 (20d8 + 140)
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 24 (+7) 20 (+5) 22 (+6) 20 (+5)

Saving Throws Str +13, Dex +13, Con +12
Skills Acrobatics +13, Athletics +13, Deception +10, History +10, Insight +11, Intimidation +10, Investigation +10, Nature +10, Perception +11, Stealth +13, Survival +11
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 21
Languages Japanese
Challenge 15 (13,000 XP)


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

Hyper-intellect. Hashizawa 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 the presence of a weapon for 5 minutes.

Regeneration. Hashizawa regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and sprit point. He may spend 1 spirit point when this happens to double the hit points regained. 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.

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

ACTIONS

Multiattack. Hashizawa makes 4 attacks with his Unarmed Strike or Baoh Shooting-Bees Stinger Phenomenon. 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: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) magical slashing damage.

Baoh Meltedin Palm Phenomenon (1 Spirit Point). As a bonus action, or as a free action for additional 1 spirit point, Hashizawa forces a creature to succeed a DC 20 Strength saving throw or become poisoned and take 2d4 acid damage at the beginning of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns.

Baoh Shooting-Bees Stinger Phenomenon (1 Spirit Point/Round used). Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 11 (1d6 + 8) fire damage.

Baoh Break-Dark-Thunder Phenomenon (4 Spirit Points). Every creature in a 30 ft. radius of Hashizawa must attempt a DC 21 Constitution saving throw. On a failure, they take 25 (3d10 + 8) thunder damage and are knocked prone. On a success, they take half as much damage and are still knocked prone.


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Source [1]

Ikuro Hashizawa was once your average highschooler. Having been injured in a car crash, he and his parents were hospitalized under the care of Dr. Kasuminome, a medical doctor with ties to Dress, a weapons development organization in desperate need of guinea pigs. Killing Hashizawa's parents, he was taken to a lab where he was injected with a in-development bioweapon meant to turn normal people into super soldiers; the Baoh parasite. Harmonizing terrifyingly well with the parasite, he was kept sedated and imprisoned until a young psychic named Sumire freed him from captivity. From then, his life became one of non-stop violence, whether he wanted it or not.


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