Anjuro Katagiri (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 Criminal background, and as such does not follow traditional CR.

Anjuro Katagiri[edit]

Medium humanoid (Human), chaotic evil


Armor Class 17 (natural armor)
Hit Points 77 (14d6 + 28)
Speed 30 ft.


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

Saving Throws Str +7, Cha +9
Skills Athletics +7, Deception +9, Intimidation +9, Stealth +7
Senses passive Perception 10
Languages Japanese, English
Challenge 15 (13,000 XP)


Spirit Points. Anjuro has 15 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Brawn. When Anjuro is targeted by an area effect that lets him make an Strength 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 Anjuro is grappling a creature or being grappled by a creature, his, Aqua Necklace's, and Aqua Necklace's Scythe's attacks automatically hit the creature and deal an additional 5 damage. Anjuro 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, Anjuro may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Anjuro has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Anjuro 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, Anjuro may take the dash action and disengage action.

ACTIONS

Multiattack. Anjuro or Aqua Necklace makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Summon Stand. As a bonus action, Aqua Necklace appears anywhere within 5 ft. of Anjuro.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Anjuro and Aqua Necklace's attacks score a critical hit on a roll of 18-20 and both Anjuro and Aqua Necklace may take an action on each of his turns.


Born in 1964, Anjuro has always been a violent person, having been convicted of assault at just age 12 and treating the Japanese prison system as a revolving door for the rest of his life, where he earned the nickname "Angelo". He was also one of the first people to have their Stand awakened by Keicho Nijimura, which he used to survive execution, escape prison, and go on a murder spree in the town of Morioh. Luckily, his rampage was stopped by Josuke Higashikata, who fused his body with a rock, forcing him to watch the streets he once terrified, though not before Anjuro murdered Ryohei Higashikata, the officer responsible for Anjuro's first arrest and Josuke's grandfather.


Aqua Necklace[edit]

Medium elemental (Stand), chaotic evil


Armor Class 21 (natural armor)
Hit Points
Speed 30 ft., burrow 30 ft.


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

Saving Throws Str +11, Cha +9
Skills Athletics +11, Deception +9, Intimidation +9, Stealth +11
Damage Vulnerabilities fire, cold
Senses passive Perception 10
Languages Japanese, English
Challenge 16 (15,000 XP)


Manifestation of Will. Aqua Necklace acts on Anjuro's turn and uses his actions, bonus actions, and reactions. Whenever Aqua Necklace takes damage, Anjuro instead takes a quarter as much damage. Any feature that effects Anjuro also effects Aqua Necklace. Any effects that target Aqua Necklace affect Anjuro instead, though any attack rolls or saving throws made as part of the effect are still made against Aqua Necklace. If both Anjuro and Aqua Necklace are targeted by an effect, only Aqua Necklace is targeted. Aqua Necklace can only move up to 2 miles of Anjuro, and moves in parallel with Anjuro when he moves beyond the 2-mile radius.

Exploit Weakness. On a hit with Aqua Necklace's unarmed strikes, Anjuro may spend 1 spirit point to decrease the target's AC to a maximum penalty of -5 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.

Liquid Stand. Aqua Necklace can squeeze through any space and may change its color to any of its choosing at will.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage and Anjuro may spend 2 spirit points to force the target to make a DC 19 Constitution saving throw. On a failure, the attack scores a critical hit.

Quick Attack. As a bonus action, Aqua Necklace makes 2 unarmed strikes against one creature that is surprised.

Now, without further ado (1 Spirit Point). All creatures in a 30 ft. radius of Aqua Necklace must attempt a DC 19 Constitution saving throw. On a failure, they take 8 (1d4 + 6) slashing damage. On a success, they take half as much damage.

Evaporate. Aqua Necklace evaporates itself for 1 minute or until it takes a total of 10 cold damage, during which it gains a flying speed equal to its movement speed and deals half as much damage. This can be used at will when Aqua Necklace takes at least 10 fire damage.




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