Hol Horse (JJBA Supplement)
Hol Horse[edit]
Medium humanoid (Human), lawful evil Armor Class 18 (natural armor)
Saving Throws Str +5, Con +6 Spirit Points. Hol Horse has 15 spirit points which he can expend. All spirit points are regained at the end of a long rest. Evasion. When Hol Horse is targeted by an area effect that lets him make an Dexterity 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 Hol Horse is grappling a creature or being grappled by a creature, his and Ebony Devil's attacks automatically hit the creature and deal an additional 5 damage. Hol Horse 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, Hol Horse may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point. Long Travels. Hol Horse has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Hol Horse 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, Hol Horse may take the dash action and disengage action. I would never, I'm a gentlemen! Hol Horse's Emperor attacks do not have disadvantage from a hostile creature being within 5 feet of him and have advantage against targets within 5 feet of him. Hol Horse Secret Technique. Hol horse can take the disengage action as a bonus action. He may spend 1 spirit point to take the disengage or dash action as a free action. ACTIONSMultiattack. Hol Horse makes two attacks with his unarmed strike or Emperor, and he may cause any Emperor attacks against targets beyond 30 feet to not have advantage but deal half as much damage. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage. Emperor. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 15 (2d8 + 6) piercing damage. The gun is mightier than the sword. As a bonus action, or at will for 1 spirit point, Hol Horse's Emperor attacks ignore up to three-quarters cover and gain a +1 bonus to their critical threshold until the end of your turn. Open that pipe now!!! (3 Spirit Points). Hol Horse targets one creature within 300 feet. At the end of the target's next turn if they are within 300 feet, they must attempt a DC 19 Intelligence saving throw. On a failure, they take 90 (2d8 + 6 x 6) piercing damage. On a success, they take half as much damage. If they are not within 30 feet, they have advantage on this saving throw. Stand Power! (3 Spirit Points). For 1 minute with concentration, Hol Horse's attacks score a critical hit on a roll of 18-20, and he can take an additional bonus action and reaction on each of his turns. REACTIONSChange Trajectory (1 Spirit Point). When one of Hol Horse's Emperor attacks would miss or have its damage reduced to 0, he may change the bullet's trajectory, making an additional Emperor attack against the target. It's better to be number 2 than number 1 (2 Spirit Points). When a creature within 30 feet becomes grappled, restrained, stunned, paralyzed, or incapacitated, Hol Horse may immediately make an Emperor attack against them with twice his critical threshold. |
Hol Horse was a natural born Stand user and career criminal, acting as a hitman for anyone capable of meeting his high price. Before that, he was an orphan from Czechoslovakia, his single mother dying in childbirth, with his cowboy persona having been inspired by the movie Fist Full of Dollars. Despite the assumptions that come with being a world-renown hitman, Hol Horse is a coward, only doing his job because his Stand allows him to do so without any evidence and always preferring to have another to hide behind should anything go wrong. In 1988, his services were bought by DIO, who recruited him to kill Jotaro Kujo, Joseph Joestar, Muhammad Abdul, Noriaki Kakyoin, and Jean Pierre Polnareff, who were traveling through Calcutta on a journey to defeat DIO in Egypt, pairing up with J. Geil, with Nena, one of his lovers and another minion of DIO, nearby for support. Making J. Geil's presence known just enough to draw Polnareff's attention, being driven by vengeance for his sister Sherry, who J. Geil had murdered many years prior, they faced him two-on-one, though Abdul's interference would make him the first to fall, being stabbed in the back and shot in the forehead. Kakyoin would arrive shortly after, and the two fled the scene, splitting up Hol Horse and Geil as they searched for the crusaders. By the time Hol Horse caught back up with Geil, he was already dead, so he high-tailed his way out of there. After a brief run in with Enya Geil, who blamed him in part for her son's death and attempted to kill him, and even attempting to assassinate DIO, though DIO's overwhelming power was enough to get him to stand down almost immediately, he was paired up with Boingo in Aswan, both having lost their partner and still being on DIO's payroll. After a series of mishaps involving their Stands, Hol Horse was hospitalized from his own gunshot wound, and only woke up after DIO had been defeated, though he would have one last adventure before setting down. |
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