Carne (JJBA Supplement)
Carne[edit]
Medium humanoid (Human), chaotic evil Armor Class 13
Saving Throws Str +8, Con +10 Stand Proud Focus. Carne takes 3 less damage from piercing, slashing, and bludgeoning damage. Any Intimidation checks against Carne automatically fail. Exploit the Armor. When Carne 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 Carne takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Notorious B.I.G can make 1 additional melee attack on each of their turns. He can only have up to 5 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, Carne may expend that stack to cause it to deal full critical damage. Spirit Points. Carne has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.
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Notorious B.I.G[edit]
Tiny elemental (Stand), chaotic neutral Armor Class 22 (natural armor)
Saving Throws Str +11, Con +13 Manifestation of Will. Any feature that effects Carne also effects Notorious B.I.G. Any damage Notorious B.I.G takes is instead dealt to Carne. Any effect that targets either Notorious B.I.G or Carne targets both of them. Carne can summon or de-summon Notorious B.I.G as a bonus action. If Carne becomes unconcious, Notorious B.I.G instantly de-summons. Notorious B.I.G and Carne use the same action and bonus action, but moving Notorious B.I.G uses a free action. Notorious B.I.G can only move up to 10 ft. of Carne, and moves in parallel with Carne when he moves beyond the 10 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Notorious B.I.G, 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 Notorious B.I.G, and it is no longer invisible to them. Notorious B.I.G can phase through creatures/objects and everything seen by Notorious B.I.G is also seen by Carne. Dead Wrong (1 Spirit Point). As part of a reaction, Carne can spend 1 spirit point to regain his reaction. Notorious B.I.G can make unarmed strikes against creatures that have taken the Disengage action. Ready to Die. If Carne dies, B.I.G is immediately summoned. It can not die in this state, but if it reduced to 0 hit points, it becomes paralyzed for 5 (2d4) rounds. It attacks the creature that moved the most since its previous round within 60 feet (1 action counts as 15 ft. of movement speed, 1 bonus action or reaction counts as 5 ft. of movement). It regenerates 3 (1d6) hit points at the beginning of each of its turns. Every time it is reduced to 0 hit points, it increases by 1 size category and its maximum hit points double. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) acid damage. The King... As a bonus action immediately after a successful unarmed strike, B.I.G leaves a part of itself on the same creature. Carne or B.I.G regains 2 (1d4) hit points at the beginning of each of their turns for each creature effected by this. Removing this effect requires a full turn action. REACTIONSMachine-Gun Funk. When a creature misses with a ranged attack, Notorious B.I.G moves 1/2 its movement speed in the direction of the attack regardless of its remaining movement speed (if an arrow is shot by a creature in front of it, it moves backwards). ... and I. One creature effected by "The King..." must succeed a DC 20 Charisma saving throw or have B.I.G determine how it uses its action. |
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