Axl RO (JJBA Supplement)
Axl RO[edit]
Medium humanoid (Human), lawful neutral Armor Class 12
Saving Throws Int +7, Wis +7 Stand Proud Focus. Axl takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Axl takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 4 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. Exploit the Armor. When Axl successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5. People must sacrifice something in order to advance. If any creature is killed by another within 45 feet of Axl and the killer feels any notion of guilt toward them, they return to half their maximum hit points and manifestations of guilt can not be made from them, as the entirety of their guilt is passed onto their killer. For every creature whose guilt has been passed on to them, the maximum manifestations that can be after them increases by 6. Spirit Points. Axl has 9 Spirit Points which they can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Civil War[edit]
Medium elemental (Stand), any alignment Armor Class 19 (natural armor)
Saving Throws Int +7, Wis +10 Manifestation of Will. Any feature that effects Axl also effects the Stand. Any damage the Stand takes is instead dealt to Axl. Any effect that targets either the Stand or Axl targets both of them. Axl can summon or de-summon the Stand as a bonus action. If Axl becomes unconscious, the Stand instantly de-summons. the Stand and Axl use the same action and bonus action, but moving the Stand uses a free action. the Stand can only move up to 15 ft. of Axl, and moves in parallel with Axl when they move beyond the 45 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: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. My Stand Civil War’s attack… it’ll be completed soon. Civil War attempt to find guilt in the mind of one creature within 45 ft., which must attempt a DC 16 Charisma saving throw. On a failure, a physical manifestation of that guilt appears within 45 ft. of Civil War that acts on its turn and attempts to attack them. They are instantly destroyed if they leave a 45 ft. radius of Civil War for 1 minute, or if the creature they were manifested from is killed.
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