Ikuro Hashizawa (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 Sideshow (Anime Supplement) class and no background, and as such does not follow traditional CR.

Ikuro[edit]

Large humanoid, chaotic neutral


Armor Class 21 (natural armor)
Hit Points 127 (17d10 + 34)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

Saving Throws Con +8, Int +6
Skills Acrobatics +6, Athletics +11, Intimidation +10, Medicine +6, Perception +6
Senses passive Perception 16
Languages Japanese
Challenge 17 (18,000 XP)


Spirit Points. Ikuro has 17 spirit points which he may expend. He regains all spirit points at the end of a long rest.

Brainstorm. When Ikuro is targeted by a feature in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Evasion. When Ikuro is targeted by an area effect that lets him make a 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.

ACTIONS

Multiattack. Ikuro makes 3 attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage.

Baoh Manifestation (1 Spirit Point). As a bonus action, Ikuro gains 60 feet of blindsight that can not be used while he can not smell, he counts as one size larger for the sake of how much he can push, pull, or lift, he becomes resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, he gains a damage threshold of 12, and he may use any energy-based weapons without spending ammunition or any sort of charging time. This lasts for 1 minute.

Even the slightest contact will kill you! (2 Spirit Points). On the same turn that Ikuro manifests his parasite, he becomes immune to the Charmed, Frightened, and Unconscious (except when falling to 0 hit points) conditions, and he regains 16 (1d6 + 5 x 2) hit points at the start of each of his turns if he has at least 1 hit point and spirit point. He may spend 1 spirit point when this happens to double the hit points regained. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn. This lasts until his parasite is no longer manifested.

Multiattack. Baoh makes 4 attacks with his Baoh Reskiniharden Saber Phenomenon, Baoh Shooting-Bees Stinger Phenomenon.
Baoh Reskiniharden Saber Phenomenon. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (1d6 + 5 x 2) slashing damage.
Baoh Shooting-Bees Stinger Phenomenon (1 Spirit Point). Ranged Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 10 (2d4 + 5) fire damage.
Baoh Break-Dark-Thunder Phenomenon (2 Spirit Points). Every creature in a 30 ft. radius of Baoh must attempt a DC 14 Constitution saving throw. On a failure, they take 23 (5d6 + 5) lightning damage and are knocked prone. On a success, they take half as much damage and are still knocked prone.
Baoh Throw (1 Spirit Point). As a bonus action when Baoh ends a grapple, he forces the creature he was grappling to attempt a DC 14 Dexterity saving throw. On a failure, they are thrown 30 (1d6 x 5) feet. On a success, they are thrown half as far.


BaohJumpComics1.png
[Source].

Ikuro Hashizawa was once your average high schooler. Having been injured in a car crash, he and his parents were hospitalized under the care of Dr. Kasuminome, a medical doctor with ties to Dress, a weapons development organization in desperate need of guinea pigs. Killing Hashizawa's parents, he was taken to a lab where he was injected with a in-development bioweapon meant to turn normal people into super soldiers; the Baoh parasite. Harmonizing terrifyingly well with the parasite, he was kept sedated and imprisoned until a young psychic, another Dress experiment, freed him from captivity. From then, his life became one of non-stop violence, whether he wanted it or not.


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