Anubis (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 Monster background, and as such does not follow traditional CR.

Anubis[edit]

Tiny construct (Stand), neutral evil


Armor Class 22 (natural armor)
Hit Points 56 (16d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 24 (+7) 10 (+0) 10 (+0) 24 (+7) 18 (+4)

Saving Throws Wis +12, Cha +9
Skills History +5, Perception +12, Persuasion +9, Survival +12
Senses passive Perception 22
Languages English
Challenge 16 (15,000 XP)


Spirit Points. Anubis has 16 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Anubis is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Anubis is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 5 damage. Anubis 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, Anubis may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

You will be my Stand user. Any creature that picks up Anubis becomes mechanically identical to and is controlled by it, retaining any features or ability scores of Anubis' choice. If Anubis is dropped, the creature is no longer controlled by it and all of their stats other than their maximum hit points return to normal, and Anubis becomes paralyzed until it is picked up again. If Anubis is reduced to 0 hit points, it dies instantly.

Dueling. When wielding a melee weapon in one hand and no other weapons, Anubis gains a +2 bonus to damage rolls with that weapon.

Two Weapon Fighting. When Anubis engages in two-weapon fighting, it can add its ability modifier to the damage of the second Attack. Additionally, Anubis may engage in two-weapon fighting with any weapons that can be wielded in one hand.

You are an expert! A master swordsman! Anubis' shamshir attacks automatically score a critical hit on any non-critical hit, he but not the body he is possessing is immune to critical hits, and it can phase through objects and creatures, allowing it to ignore the effects of cover and damage threshold.

ACTIONS

Multiattack. Anubis two attacks with its shamshir.

Shamshir. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage.

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

Lure (8 Spirit Points). One creature that can see Anubis must attempt a DC 20 Wisdom saving throw. On a failure, they are forced to pick it up.

REACTIONS

Memorize (1 Spirit Point). When a creature targets Anubis with an attack or saving throw, he may memorize the technique, granting it advantage on any further instances of the saving throw, and granting any attacks from the same weapon or feature disadvantage. The saving throw or attack only counts as memorized when the effect is directly effected by the same features and conditions.

Anubis was forged by the master blacksmith Caravan Serai in the tail end of the 15th century, with the quality of his talent awakening a Stand within the blade. Anubis drifted from master to master, often being wielded by mercenaries and warlords up until the early 1900s, where he was locked in a museum in Egypt. Having been drawn to the museum searching for Stand users in 1987, DIO freed him, earning his loyalty through the act and his own unquestionable charisma. Following his new master's orders, he was brought to Kom Ombo, where he possessed Chaka.


Chaka[edit]

Medium humanoid (Human), neutral evil


Armor Class 22 (natural armor)
Hit Points 72 (16d6 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 24 (+7) 12 (+1) 16 (+3) 24 (+7) 18 (+4)

Saving Throws Dex +12, Int +8, Wis +12, Cha +9
Skills Animal Handling +12, Athletics +5, History +8, Perception +12, Persuasion +9, Survival +12
Senses passive Perception 22
Languages English, Arabic, French
Challenge 16 (15,000 XP)


Spirit Points. Chaka has 16 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Chaka is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Chaka is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 5 damage. Chaka 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, Chaka may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Dueling. When wielding a melee weapon in one hand and no other weapons, Chaka gains a +2 bonus to damage rolls with that weapon.

Two Weapon Fighting. When Chaka engages in two-weapon fighting, it can add its ability modifier to the damage of the second Attack. Additionally, Chaka may engage in two-weapon fighting with any weapons that can be wielded in one hand.

You are an expert! A master swordsman! Chaka's shamshir attacks automatically score a critical hit on any non-critical hit, he but not the body he is possessing is immune to critical hits, and it can phase through objects and creatures, allowing it to ignore the effects of cover and damage threshold.

ACTIONS

Multiattack. Chaka two attacks with its shamshir.

Shamshir. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage.

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

REACTIONS

Memorize (1 Spirit Point). When a creature targets Chaka with an attack or saving throw, he may memorize the technique, granting it advantage on any further instances of the saving throw, and granting any attacks from the same weapon or feature disadvantage. The saving throw or attack only counts as memorized when the effect is directly effected by the same features and conditions.

Chaka was raised a kind, if a bit weaker than his father's liking, farm boy who lived a relatively uneventful life until one day in 1988 when, while passing through the area surrounding Kom Ombo, he picked up a sword sitting on the side of the road. In an instant, a kind-hearted farm boy became a malevolent master swordsman, striking down his family and tracking down Polnareff. After a short fight, Polnareff was able to kill Chaka and take the sword, bringing it with him to get a haircut, where it would possess Khan, the barber.


Khan[edit]

Medium humanoid (Human), neutral evil


Armor Class 22 (natural armor)
Hit Points 104 (16d6 + 48)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 16 (+3) 12 (+1) 24 (+7) 18 (+4)

Saving Throws Str +8, Con +8, Wis +12, Cha +9
Skills Athletics +8, History +6, Intimidation +9, Perception +12, Persuasion +9, Survival +12
Senses passive Perception 22
Languages English, Arabic
Challenge 16 (15,000 XP)


Spirit Points. Khan has 16 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Khan is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Khan is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 5 damage. Khan 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, Khan may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Dueling. When wielding a melee weapon in one hand and no other weapons, Khan gains a +2 bonus to damage rolls with that weapon.

Two Weapon Fighting. When Khan engages in two-weapon fighting, it can add its ability modifier to the damage of the second Attack. Additionally, Khan may engage in two-weapon fighting with any weapons that can be wielded in one hand.

You are an expert! A master swordsman! Khan's shamshir attacks automatically score a critical hit on any non-critical hit, he but not the body he is possessing is immune to critical hits, and it can phase through objects and creatures, allowing it to ignore the effects of cover and damage threshold.

ACTIONS

Multiattack. Khan two attacks with its shamshir.

Shamshir. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage.

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

REACTIONS

Memorize (1 Spirit Point). When a creature targets Khan with an attack or saving throw, he may memorize the technique, granting it advantage on any further instances of the saving throw, and granting any attacks from the same weapon or feature disadvantage. The saving throw or attack only counts as memorized when the effect is directly effected by the same features and conditions.

Khan was a dutiful, intimidating barber in Kom Ombo. When Polnareff came to him to get a shave and trim, Khan's eyes were immediately drawn to the sword he was carrying. Reflexively reaching out to it during the shave, he was suddenly taken over by the sword, now being far more dangerous having memorized all of Polnareff's moves, though he was saved by Jotaro disarming the barber.


Jean Pierre Polnareff[edit]

Medium humanoid (Human), neutral evil


Armor Class 23 (natural armor)
Hit Points 99 (22d6 + 22)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 12 (+1) 12 (+1) 24 (+7) 18 (+4)

Saving Throws Dex +14, Int +8, Wis +14, Cha +11
Skills Athletics +9, History +8, Insight +14, Perception +14, Persuasion +11, Survival +14
Senses passive Perception 24
Languages English, French, Italian, Arabic
Challenge 22 (41,000 XP)


Spirit Points. Polnareff has 22 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Polnareff 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 Polnareff is grappling a creature or being grappled by a creature, his and Silver Chariot's attacks automatically hit the creature and deal an additional 7 damage. Polnareff 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, Polnareff may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

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

Dueling. When wielding a melee weapon in one hand and no other weapons, Polnareff gains a +2 bonus to damage rolls with that weapon.

Two Weapon Fighting. When Polnareff engages in two-weapon fighting, it can add its ability modifier to the damage of the second Attack. Additionally, Polnareff may engage in two-weapon fighting with any weapons that can be wielded in one hand.

You are an expert! A master swordsman! Polnareff's shamshir attacks automatically score a critical hit on any non-critical hit, he but not the body he is possessing is immune to critical hits, and it can phase through objects and creatures, allowing it to ignore the effects of cover and damage threshold.

ACTIONS

Multiattack. Polnareff or Silver Chariot makes two attacks with their unarmed strike, rapier, or shamshir.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

Shamshir. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage.

Summon Stand. As a bonus action, Silver Chariot appears anywhere within 5 feet of Polnareff or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute, Polnareff and Silver Chariot'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, Silver Chariot gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Polnareff if he is in the same space as Silver Chariot, and both Polnareff and Silver Chariot may take an action on each of his turns.

REACTIONS

Memorize (1 Spirit Point). When a creature targets Polnareff with an attack or saving throw, he may memorize the technique, granting it advantage on any further instances of the saving throw, and granting any attacks from the same weapon or feature disadvantage. The saving throw or attack only counts as memorized when the effect is directly effected by the same features and conditions.

After defeating Khan, Polnareff attempted to turn the sword over to the police, only to be possessed himself. After a fight between Jotaro and Polnareff that nearly killed both of them, Jotaro was finally able to break Anubis into shards, with most finding themselves at the bottom of the river until the end of time.


Silver Chariot[edit]

Medium elemental (Stand), neutral evil


Armor Class 29 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 32 (+11) 12 (+1) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Dex +18, Int +8
Skills Athletics +13, Insight +7, Perception +7, Persuasion +10
Senses passive Perception 17
Languages English, French, Italian
Challenge 22 (41,000 XP)


Armor. Silver Chariot has a damage threshold of 12.

Manifestation of Will. Silver Chariot acts on Polnareff's turn and uses his actions, bonus actions, and reactions. Whenever Silver Chariot takes damage, Polnareff instead takes half as much damage. Any feature that effects Polnareff also effects Silver Chariot. Any effects that target Silver Chariot affect Polnareff instead, though any attack rolls or saving throws made as part of the effect are still made against Silver Chariot. If both Polnareff and Silver Chariot are targeted by an effect, only Silver Chariot is targeted. Silver Chariot can only move up to 15 ft. of Polnareff, and moves in parallel with Polnareff when he moves beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Silver Chariot, 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 Silver Chariot, and it is no longer invisible to them. Silver Chariot can phase through creatures and objects, and Polnareff share Silver Chariot's senses.

Exploit Weakness. On a hit with Silver Chariot's unarmed strikes, Polnareff may spend 1 spirit point to decrease the target's AC to a maximum penalty of -7 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.

ACTIONS

Rapier. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (1d8 + 18) piercing damage.

Shamshir. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 23 (1d6 + 20) slashing damage.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 bludgeoning damage.

Remove Armor (1 Spirit Point). Polnareff and Silver Chatiot lose any conditions they are effected by and Silver Chariot's damage threshold, but Silver Chariot gains a +4 bonus to its attack and damage rolls and its AC, and Polnareff's Endurance feature extends to Dexterity saving throws Silver Chariot makes. When Polnareff uses his Multiattack, he may decrease this bonus to +3 to make 1 additional attack with Silver Chariot. Polnareff may end this effect as an action.

Silver Chariot Secret Technique. Ranged Weapon Attack: +16 to hit, range 60 ft., one target. Hit: 15 (1d8 + 11) piercing damage. This attack ignores cover. After using this feature, Silver Chariot can not make attacks with its rapier until it retrieves its blade as a free action if it is within reach or finishes a short or long rest.

My body is one with the light! (2 Spirit Points). For 1 minute, Silver Chariot gains the effects of its Remove Armor without losing its damage threshold.

Stand Shrinking. As a bonus action, Polnareff shrinks Silver Chariot to any size of his choice lower than Medium until he loses concentration.

REACTIONS

S-Tier Speed. When Silver Chariot or a creature within its reach are hit by a ranged weapon attack or are forced to attempt a Dexterity saving throw for an effect that deals damage, the damage the creature takes from the attack is reduced by 35 (1d10 + 30). Polnareff may spend 1 spirit point as part of this reaction to regain his reaction.

Memorize (1 Spirit Point). When a creature targets Sliver Chariot with an attack or saving throw, he may memorize the technique, granting it advantage on any further instances of the saving throw, and granting any attacks from the same weapon or feature disadvantage. The saving throw or attack only counts as memorized when the effect is directly effected by the same features and conditions.



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