D an G (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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

D an G[edit]

Medium humanoid (human), neutral evil


Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Str +5, Con +5
Skills Acrobatics +5, Athletics +5, History +5, Nature +5, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages English
Challenge 7 (2,900 XP)


Stand Proud Focus. D an G takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When D an G 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 D an G takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 4 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, D an G may expend that stack to cause it to deal full critical damage.

Spirit Points. D an G has 6 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.


D_an_G_Infobox_Manga.PNG
[Source]

Yo-Yo Ma[edit]

Medium humanoid (human), neutral evil


Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 20 (+5) 13 (+1) 17 (+3)

Saving Throws Str +5, Con +5
Skills Acrobatics +5, Athletics +5, History +8, Nature +8, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages English
Challenge 7 (2,900 XP)


Manifestation of Will. Any feature that effects D an G also effects Yo-Yo Ma. If Yo-Yo Ma is reduced to 0 hit points, it is paralyzed for 1 minute, after which it returns to its maximum hit points. The Stand user can summon or de-summon Yo-Yo Ma as a bonus action. If Yo-Yo Ma user becomes unconcious, Yo-Yo Ma instantly de-summons. Yo-Yo Ma and D an G use the same action and bonus action, but moving Yo-Yo Ma uses a free action. Yo-Yo Ma can only move up to 1 mile of D an G, and moves in parallel with Yo-Yo Ma user when they move beyond the 1 mile radius.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.

Insidious Acid. One creature within 5 ft. of Yo-Yo Ma must attempt a DC 15 Constitution saving throw. On a failure, they take 16 (3d6 + 5) acid damage and can not speak until they are healed for an equal number of hit points. On a success, nothing happens. This can be used with Exchange Blows.

Mosquito Swarm. One creature within 30 ft. of Yo-Yo Ma must attempt a DC 15 Constitution saving throw. On a failure, they take 16 (3d6 + 5) acid damage and can not speak until they are healed for an equal number of hit points. On a success, nothing happens.


Yo-Yo_Ma_Infobox_Manga.png
[Source]



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