Mannish Boy (JJBA Supplement)

From D&D Wiki
Revision as of 22:37, 1 February 2021 by Geobot671 (talk | contribs) (Geobot671 moved page Mannish Boy (5e Creature) to Mannish Boy (JJBA Supplement): Bot: Moved page)
Jump to navigation Jump to search

Mannish Boy

Tiny humanoid (Human), chaotic evil


Armor Class 10 (natural armor)
Hit Points 6 (4d4 - 4)
Speed 5 ft.


STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 8 (-1) 20 (+5) 20 (+5) 15 (+2)

Saving Throws Int +8, Wis +8, Cha +5
Skills Animal Handling +8, Athletics +1, History +8, Insight +8, Intimidation +5, Investigation +8, Nature +8, Perception +8, Stealth +1, Survival +8
Senses passive Perception 18
Languages Arabic
Challenge 5 (1,800 XP)


Stand Proud Focus. Mannish Boy 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 Mannish Boy takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 3 "Exchange Blows Stacks" at once. Using extra attacks during your 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.

Exploit the Armor. When Mannish Boy 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.

Spirit Points. Mannish Boy has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 0 (1d4 - 2) bludgeoning damage.


Death 13

Medium elemental (Stand),


Armor Class 22 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 20 (+5) 20 (+5) 15 (+2)

Senses passive Perception 15
Languages
Challenge 5 (1,800 XP)


Manifestation of Will. Any feature that effects Death 13 also effects Mannish Boy. Any damage Death 13 takes is instead dealt to Mannish Boy. Any effect that targets either Death 13 or Mannish Boy targets both of them. Mannish can summon or de-summon Death 13 as a bonus action, but only in the Dream World. Death 13 and Mannish Boy use the same action and bonus action, but moving Death 13 uses a free action.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.

Dream World. When creatures are unconscious within 60 feet of Mannish Boy, their minds are transported to a “dream dimension”. These creatures can only have what they had on them when they fell unconscious, including their Stand if it was summoned. Anything that happens to them in the dream happens to their physical body. The landscape of the dream is determined by Mannish Boy. Death 13 can only manifest anywhere within this dream world. When a creature wakes up from the dream, they do not remember anything that happened in it.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 4 (1d12 + 10) slashing damage.

Lali-ho!. One creature Death 13 can see must attempt a DC 20 Intelligence saving throw or become restrained. They, or their Stand if it is in the dream, may retry this saving throw at the end of each of their turns, ending this effect on a success.

Farce (1 Spirit Point). As a bonus action, Death 13 creates 1 CR 2 or lower creature within the dream world. There can only be an equal number of creatures created in this manner as creatures within the dream world.



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