Koichi Hirose (JJBA Supplement)
Hirose Koichi
Medium humanoid (Human), lawful good Armor Class 15 (natural armor)
Saving Throws Int +9, Cha +10 Stand Proud Focus. Koichi takes 3 less damage from piercing, slashing, and bludgeoning damage. Any Intimidation checks against Koichi automatically fail. Exploit the Armor. When Koichi 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 Koichi takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Echoes 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, Koichi may expend that stack to cause it to deal full critical damage. Acts. Koichi's Stand Echoes has 3 "Acts", which he can transform it between as a bonus action. Spirit Points. Koichi has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.
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Echoes Act 1
Medium elemental (Stand), neutral good Armor Class 15 (natural armor)
Saving Throws Int +13, Cha +10 Manifestation of Will. Any feature that effects Koichi also effects Echoes. Any damage Echoes takes is instead dealt to Koichi. Any effect that targets either Echoes or Koichi targets both of them. Abdul can summon or de-summon Echoes as a bonus action. If Koichi becomes unconcious, Echoes instantly de-summons. Echoes and Koichi use the same action and bonus action, but moving Echoes uses a free action. Act 1 can only move up to 400 ft. of Koichi, and moves in parallel with Koichi when he moves beyond the 400 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Echoes, 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 Echoes, and it is no longer invisible to them. Echoes can phase through creatures/objects and everything seen by Echoes is also seen by Koichi. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Sound Blast. Act 1 ties a sound to any point within 30 ft. of it that blasts at a deafening volume. Any creature that is not deafened that enters or starts their turn within 10 ft. of the point must succeed a DC 15 Constitution saving throw or take 31 (4d10 + 8) thunder damage.
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Echoes Act 2
Medium elemental (Stand), neutral good Armor Class 15 (natural armor)
Saving Throws Int +13, Cha +10 Manifestation of Will. Any feature that effects Koichi also effects Echoes. Any damage Echoes takes is instead dealt to Koichi. Any effect that targets either Echoes or Koichi targets both of them. Abdul can summon or de-summon Echoes as a bonus action. If Koichi becomes unconcious, Echoes instantly de-summons. Echoes and Koichi use the same action and bonus action, but moving Echoes uses a free action. Act 2 can only move up to 150 ft. of Koichi, and moves in parallel with Koichi when he moves beyond the 150 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Echoes, 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 Echoes, and it is no longer invisible to them. Echoes can phase through creatures/objects and everything seen by Echoes is also seen by Koichi. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Sizzle. Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: 19 (2d10 + 8) fire damage. Whoosh. Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: The creature is pushed 10 ft. in a direction of Koichi's choosing. Boing. Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: The creature is launched 50 ft. directly into the air. DORARARARARA (5 Spirit Points). Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: The creature is launched 50 ft. directly into the air and takes 31 (8d6) bludgeoning damage.
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Echoes Act 3
Medium elemental (Stand), neutral good Armor Class 15 (natural armor)
Saving Throws Int +13, Cha +10 Manifestation of Will. Any feature that effects Koichi also effects Echoes. Any damage Echoes takes is instead dealt to Koichi. Any effect that targets either Echoes or Koichi targets both of them. Abdul can summon or de-summon Echoes as a bonus action. If Koichi becomes unconcious, Echoes instantly de-summons. Echoes and Koichi use the same action and bonus action, but moving Echoes uses a free action. Act 3 can only move up to 30 ft. of Koichi, and moves in parallel with Koichi when he moves beyond the 30 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Echoes, 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 Echoes, and it is no longer invisible to them. Echoes can phase through creatures/objects and everything seen by Echoes is also seen by Koichi. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Three Freeze. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: The target's speed falls to 0, it becomes prone, and any falling damage it would incur from falling prone is tripled. This can be used as bonus action on a turn that Echoes has already landed an unarmed strike against the same target on. On every consecutive use on the same target, they must attempt a DC 20 Strength saving throw. They are unable to perform actions, reactions, or bonus actions until the end of Koichi's next turn and they take 17 (3d10) bludgeoning damage on a failure, or they are able to perform actions, reactions, and bonus actions and take half as much damage on a success. They automatically fail this saving throw if Echoes is within 5 ft. of them. This effect ends if Act 3 leaves a 15 ft. radius of the creature.
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