Akira Otoishi (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Stand User Class (JJBA Supplement) class and Cloistered Scholar background, and as such does not follow traditional CR.

Akira Otoishi[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 18 (natural armor)
Hit Points 101 (19d6 + 38)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +8, Cha +10
Skills Acrobatics +8, Intimidation +10, Perception +7, Performance +10
Senses passive Perception 17
Languages Japanese, English
Challenge 19 (22,000 XP)


Spirit Points. Akira has 19 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Akira is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Denting Blows. If Akira is grappling a creature or being grappled by a creature, his and Red Hot Chili Pepper's attacks automatically hit the creature and deal an additional 6 damage. Akira may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Akira may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Akira has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Akira completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Akira may take the dash action and disengage action.

Stand Proud Focus. Akira has a +3 bonus to initiative rolls.

Musical Menace. While bloodlusted, Akira gains a +3 bonus to Charisma saving throws and any checks made with a guitar.

ACTIONS

Multiattack. Akira or Red Hot Chili Pepper makes two attacks with their unarmed strike.

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

Summon Stand. As a bonus action, Red Hot Chili Pepper appears anywhere within 5 feet of Akira or is unsummoned. Akira can only have one ACT summoned at a time.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Akira and Red Hot Chili Pepper's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, and both Akira and Red Hot Chili Pepper may take an action on each of his turns.

Solo (1 Spirit Point). As a bonus action, Akira becomes bloodlusted for 1 hour or until he is knocked unconscious.


Akira Otoishi was born obsessed with music and fame in 1980. In spring of 1999, Keicho Nijimura struck him with the Stand arrow, awakening his latent Stand ability. However, in his eyes Morioh wasn't big enough for two top dog Stand users, so he used the power granted to him by Keicho to murder the man in his own home, stealing the bow and arrow in the process, and using the gruesomeness of the encounter to attempt to intimidate Jotaro Kujo out of investigating his actions.

Obviously Jotaro refused, calling his grandfather in to investigate the powerlines for Red Hot Chili Pepper's location. While this was meant to be revealed in secret on a hill in Morioh's countryside to Josuke, Okuyasu, and Koichi Hirose, Akira hid his Stand in Okuyasu's motorcycle, allowing him to learn exactly where and when Joseph would come into town. Waiting at the harbor, he did battle with Josuke, who used his quick whit to throw Red Hot Chili Pepper into the sea, sapping him of his power. In a last ditch effort, Otoishi fled, hiding aboard the very boat Joseph would be arriving on, guarded by Okuyasu, though this time Okuyasu's lack of whit would allow him to see through his plot. In the end, Akira was locked in prison for 3 years for the various things he stole, the murder being impossible to trace by law enforcement, and he promised to never use his Stand again after a face-to-face encounter with Jotaro.


Red Hot Chili Pepper[edit]

Medium elemental (Stand), chaotic neutral


Armor Class 20 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 22 (+6) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +12, Cha +10
Skills Acrobatics +12, Intimidation +10, Perception +7, Performance +10
Damage Immunities lightning
Senses passive Perception 17
Languages Japanese, English
Challenge 19 (22,000 XP)


Manifestation of Will. Red Hot Chili Pepper acts on Akira's turn and uses his actions, bonus actions, and reactions. Whenever Red Hot Chili Pepper takes damage, Akira instead takes half as much damage. Any feature that effects Akira also effects Red Hot Chili Pepper. Any effects that target Red Hot Chili Pepper affect Akira instead, though any attack rolls or saving throws made as part of the effect are still made against Red Hot Chili Pepper. If both Akira and Red Hot Chili Pepper are targeted by an effect, only Red Hot Chili Pepper is targeted. Red Hot Chili Pepper can only move up to 30 ft. of Akira, and moves in parallel with Akira when he moves beyond the 30 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Red Hot Chili Pepper, 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 Red Hot Chili Pepper, and it is no longer invisible to them. Red Hot Chili Pepper can phase through creatures and objects, and Akira share Red Hot Chili Pepper's senses.

Exploit Weakness. On a hit with Red Hot Chili Pepper's unarmed strikes, Akira may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 until the end of the target's next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them.

Passive Electrical Transmission. When Red Hot Chili Pepper is hit by a melee attack with a weapon made of metal or an unarmed strike, the attacker takes 8 (1d4 + 6) lightning damage. When Red Hot Chili Pepper comes into contact with a large body of water, it takes 7 (2d6) acid damage at the end of each of your turns as its electrical energy is dispersed. If Red Hot Chili Pepper would take at least 10 lightning damage from a single source, Akira regains 1 spirit point.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) lightning damage.

Active Electrical Transmission (1 Spirit Point). As a bonus action while Red Hot Chili Pepper is touching a metal object, it and one creature or object that is its size category or smaller than it is grappling teleports anywhere that it would be touching the same object. Living creatures teleported in this manner take 1 lightning damage per foot of travel.

Overcharge (1 Spirit Point). Red Hot Chili Pepper gains a +1 bonus to its attack and damage rolls, its AC, and any saving throws it makes and its range from Akira and its movement speed increase by 30 feet for 1 minute with concentration. Akira may have this feature active up to 6 times at any given moment, and all instances end if he becomes unconscious. While overcharged at least once, Red Hot Chili Pepper gains the following attack:

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) lightning damage.

Lightning Strike (2 Spirit Points). Each creature in a 60 ft. line must make a DC 20 Constitution saving throw. On a failure, they take 34 (8d6 + 6) lightning damage. On a success, they take half as much damage.




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