Miuccia Miuller (JJBA Supplement)
Miuccia Miuller
Medium humanoid (human), neutral evil Armor Class 14 (natural armor)
Saving Throws Str +5, Int +6 Stand Proud Focus. Miuccia Miuller takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Miuccia Miuller 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 Miuccia Miuller takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 4 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, Miuccia Miuller may expend that stack to cause it to deal full critical damage. Spirit Points. Miuccia Miuller has 6 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.
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Jailhouse Lock
Medium humanoid (human), neutral evil Armor Class 17 (natural armor)
Saving Throws Str +8, Int +6 Manifestation of Will. Any feature that effects Jailhouse Lock also effects Miuccia. Any damage Jailhouse Lock takes is instead dealt to Miuccia Miuller. Any effect that targets either Jailhouse Lock or Miuccia Miuller targets both of them. Miuccia can summon or de-summon Jailhouse Lock as a bonus action. Jailhouse Lock and Miuccia Miuller use the same action and bonus action, but moving Jailhouse Lock uses a free action. The Stand can only move up to 30 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 30 ft. radius. 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. You can only remember three things (3 Spirit Points). As a bonus action on the same turn that Jailhouse Lock successfully attacks a creature, the creature must succeed a DC 12 Dexterity saving throw. On a failure, they can only learn 3 new pieces of information until Miuccia is reduced to 0 hit points. If they learn a fourth thing, they forget the first. This can not lose memories they had before being attacked. This can be somewhat circumvented by compiling information (i.e. memorizing a reflection of a list instead of only 3 bullet points on it).
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