N'Doul (JJBA Supplement)

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N'Doul

Medium humanoid (human), neutral


Armor Class 13
Hit Points 82 (11d8 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 20 (+5) 20 (+5)

Saving Throws Dex +8, Wis +10
Skills Acrobatics +8, Animal Handling +10, Arcana +8, Athletics +8, History +8, Insight +10, Intimidation +10, Investigation +8, Nature +8, Religion +8, Stealth +8, Survival +10
Senses blindsight 270 ft., passive Perception 15
Languages English, Japanese, Arabic
Challenge 13 (10,000 XP)


Stand Proud Focus. N'Doul takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When N'Doul 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 N'Doul takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Geb 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, N'Doul may expend that stack to cause it to deal full critical damage.

Blind. N'Doul can not see beyond his blindsight, which is sourced from his hearing. He can not see things that make no noise, and things making overpoweringly loud noises force you to be unable to see any other objects or creatures.

Spirit Points. N'Doul has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


Geb

Medium elemental (Stand), neutral


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


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 16 (+3) 16 (+3) 20 (+5) 20 (+5)

Saving Throws Dex +12, Wis +10
Skills Acrobatics +12, Animal Handling +10, Arcana +8, Athletics +8, History +8, Intimidation +10, Investigation +8, Insight +10, Nature +8, Religion +8, Stealth +12, Survival +10
Damage Resistances All except fire damage.
Senses passive Perception 15
Languages English, Japanese, Arabic
Challenge 13 (10,000 XP)


Manifestation of Will. Any feature that effects N'Doul also effects Geb. Any damage Geb takes is instead dealt to N'Doul. Any effect that targets either Geb or N'Doul targets both of them. N'Doul can summon or de-summon Geb as a bonus action. If N'Doul becomes unconcious, Geb instantly de-summons. Geb and N'Doul use the same action and bonus action, but moving Geb uses a free action. Geb can only move up to 120 ft. of the Stand user, and moves in parallel with N'Doul when he moves beyond the 180 ft. radius.

ACTIONS

Unarmed Strike. +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) slashing damage. N'Doul may spend 1 spirit point to force the target to attempt a DC 17 Dexterity saving throw or become blinded for 48 hours or they are healed for 10 or more hit points in one instance. They may attempt a Constitution saving throw with the same DC at the end of every minute, ending this effect early on a success. This attack instantly kills Medium or smaller creatures with less than 10% of their maximum hit points, and automatically counts as a critical if the target is restrained or grappled.



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