Enya (JJBA Supplement)
Enya
Medium humanoid (Human), lawful evil Armor Class 14
Saving Throws Dex +8, Cha +6 Stand Proud Focus. Enya takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. She also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Enya takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she or can make 1 additional melee attack on each of their turns. She can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. she may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. Exploit the Armor. When Enya successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5. Spirit Points. Enya has 8 Spirit Points which she can expend. All spirit points are regained at the end of a long rest. ACTIONSScissors. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
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Justice
Medium elemental (Stand), — Armor Class 18 (natural armor)
Saving Throws Con +6, Cha +6 Manifestation of Will. Any feature that effects Enya also effects Justice. Any damage Justice takes is instead dealt to Enya. Any effect that targets either Justice or Enya targets both of them. Enya can summon or de-summon Justice as a bonus action. If Justice user becomes unconcious, Justice instantly de-summons. Justice and Enya use the same action and bonus action, but moving Justice uses a free action. Justice covers a 1 mile radius around Enya, and can be moved through without costing additional movement speed. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Justice, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Justice, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by Justice is also seen by the user. Justice's Dance. When Enya reduces a creature's hit points to 0, that creature will then be raised as an undead under her control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their Dexterity and Wisdom scores become Justice's unless their own are already higher, their type changes to undead, and they gain dark vision for 60 ft. (unless they had better). If damage reduces the them to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, 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 or leave your Stand's area, and control over your minions cannot be taken from you. If they were a Stand user, they can not use their Stand. Dead creatures that are not concealed in a significantly air-tight container fall under this effect automatically. If any non-Stand creature takes damage while inside Justice, they must succeed a DC 17 Strength saving throw or fall under these effects until they leave Justice's area. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Their Stand still follows their own commands unless it is a phenomenon-type Stand. Cloud of Illusions. Enya can create illusions of anything inside Justice. They only exist visually, can not physically interact with anything, and can only move on her turn. Creatures must succeed a DC 17 Wisdom saving throw to differentiate illusions from reality, but this does not dispel the illusion. ACTIONS'You've fallen into my trap! (1 Spirit Point). As a bonus action, Enya forcibly move any creatures within 30 feet of her under the effects of "Justice's Dance" up to 30 feet. If they collide with a creature or object, both they and the creature they collided with must attempt a DC 14 Dexterity saving throw, taking 13 (2d6 + 6) bludgeoning damage and being knock prone on a failure, or taking half as much damage and not becoming prone on a success.
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