Illuso (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.

Illuso[edit]

Medium humanoid (Human), chaotic evil


Armor Class 13
Hit Points 60 (11d8 + 11)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 13 (+1) 17 (+3) 17 (+3) 16 (+3)

Saving Throws Dex +7, Wis +7
Skills Acrobatics +7, Athletics +7, Deception +7, Insight +7, Perception +7, Sleight of Hand +7, Stealth +7
Senses passive Perception 17
Languages Italian
Challenge 12 (8,400 XP)


Stand Proud Focus. Illuso takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Illuso takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or 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 your 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.

Exploit the Armor. When Illuso 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.

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

ACTIONS

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


Man in the Mirror[edit]

Medium elemental (Stand), —


Armor Class 18 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 17 (+3) 17 (+3) 16 (+3)

Saving Throws Dex +9, Int +7
Skills Animal Handling +7, Athletics +9, Deception +7, Perception +7, Sleight of Hand +9, Stealth +9
Senses passive Perception 17
Languages Italian
Challenge 12 (8,400 XP)


Manifestation of Will. Any feature that effects Illuso also effects Man in the Mirror. Any damage Man in the Mirror takes is instead dealt to Man in the Mirror user. Any effect that targets either Man in the Mirror or user targets both of them. The Stand user can summon or de-summon Man in the Mirror as a bonus action. If Man in the Mirror user becomes unconcious, Man in the Mirror instantly de-summons. Man in the Mirror and Illuso use the same action and bonus action, but moving Man in the Mirror uses a free action. Man in the Mirror can only move up to 15 ft. of Illuso, and moves in parallel with him when he moves beyond the 15 ft. radius. Man in the Mirror can only be summoned while within the mirror realm.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Man in the Mirror, 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 Man in the Mirror, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by Man in the Mirror is also seen by the user.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Mirror Realm. Creatures can be brought into or out of the mirror world if they and Man in the Mirror are within 5 feet of the same mirror or other extremely reflective surface in the real or mirror world. This mirror realm is identical to the real world, but devoid of life and reversed horizontally. Illuso may decide whether or not their Stand is allowed into the mirror world. If it is summoned while disallowed from the mirror world, it appears in the same spot of the real world. If Illuso is knocked unconscious, anything inside the mirror world appear in the same place in the real world.


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[Source]



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