Foo Fighters (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.

Foo Fighters[edit]

Medium humanoid (Human), lawful good


Armor Class 21 (Natural Armor)
Hit Points 126 (12d8 + 72)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 23 (+6) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Str +11, Cha +10
Skills Acrobatics +8, Animal Handling +8, Athletics +11, Insight +8, Medicine +8, Nature +7, Perception +8, Performance +10, Sleight of Hand +8, Stealth +13
Damage Vulnerabilities Fire, Ice
Damage Resistances acid, bludgeoning, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder.
Condition Immunities stunned
Senses passive Perception 18
Languages English
Challenge 13 (10,000 XP)


Stand Proud Focus. FF takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When FF 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 FF 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 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, FF may expend that stack to cause it to deal full critical damage.

Spirit Points. FF has 8 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

This is my spirit... my intellect. Critical hits deal normal damage against FF, she can regenerate up to 2 limbs for 1 spirit point as a bonus action, she does not need to eat or sleep, but she must consume three times as much water to survive. When she fulfills her water requirement for the day, she loses 1 level of exhaustion. She can not be put to sleep magically.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage. FF may spend 1 spirit point to increase this attack's reach by 30 ft. until the end of her turn.

I want to protect you (1 Spirit Point). FF grants 1 creature she can touch creature 15 (2d8 + 6) temporary hit points. She can spend 2 additional spirit points to make these normal hit points. While submerged in fresh or salt water, FF automatically benefits from this action once every 3 rounds, but all temporary hit points gained in this manner are lost 3 rounds after exiting the water.

Look at me, Jolyne. FF casts Prestidigitation as a bonus action.


F.F._Infobox_Manga.png Foo_Fighters_Stand_Infobox_Manga.png
[Source], [[1]]

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