Jolyne Cujoh (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Jolyne Cujoh[edit]

Medium humanoid (Human), chaotic good


Armor Class 20 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+4) 16 (+3) 26 (+8)

Saving Throws Str +10, Dex +10, Wis +9, Cha +14
Skills Acrobatics +10, Athletics +10, Insight +9, Intimidation +14, Perception +9, Performance +14, Persuasion +14, Sleight of Hand +10, Stealth +10
Senses passive Perception 19
Languages English, Japanese
Challenge 17 (18,000 XP)


Stand Proud Focus. Jolyne 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 Jolyne takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she or Stone Free can make 1 additional melee attack on each of their turns. He can only have up to 8 "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 Jolyne 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.

Ora Ora Ora! Jolyne may dash or make a trip attack (on a hit, a Large or smaller creature becomes prone) as a bonus action each turn. She may make one additional attack when she takes the Attack action (stacks with Exchange Blows attacks).

String Decomposition. Jolyne can interact with objects up to 100 ft. away, but interacting with objects beyond 70 ft. causes her to take 1d4 slashing damage per 5 ft. If she interacts with an immovable object, she can zipline to it as a bonus action. Anything along this string can be heard clearly.

Spirit Points. Jolyne has 15 Spirit Points which she can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Ranged Strike. Melee Weapon Attack: +12 to hit, reach 100 ft., one target. Hit: 12 (1d6 + 9) slashing damage. This uses the same reach rules as String Decomposition. She can spend 1 spirit point to do this as a bonus action.

Tie (1 Spirit Point). One creature within Jolyne's reach, using the same rules as String Decomposition, must attempt a DC 25 Dexterity saving throw or be restrained for 1 minute. They may attempt a DC 25 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Stitch (1 Spirit Point). Jolyne regains 20 (2d10 + 9) hit points.

Yare Yare Dawa. One creature within 70 ft. must succeed a DC 25 Dexterity saving throw. On a fail, they're dragged to within 5 ft. and take 18 (2d8 + 9) Bludgeoning damage. On a success, they take half as much damage as slashing damage. This can be done as a bonus action.

Trap Web. Jolyne creates a 50 ft. radius net. She is aware of the position of every creature inside, and the edge of the net can not be traversed. Any effect that targets the net instead targets Stone Free.

REACTIONS

Safety Net (1 Spirit Point). Jolyne becomes immune to ranged attacks until the beginning of your next turn

Jolyne_so_v04_010.png
[Source]

Stone Free[edit]

Medium elemental (Stand), chaotic good


Armor Class 27 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
29 (+9) 29 (+9) 18 (+4) 18 (+4) 16 (+3) 26 (+8)

Saving Throws Str +15, Dex +15, Wis +9, Cha +14
Skills Acrobatics +15, Athletics +15, Intimidation +14, Insight +9, Perception +9, Performance +14, Persuasion +14, Sleight of Hand +15, Stealth +15
Senses passive Perception 19
Languages English, Japanese
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects Jolyne also effects Stone Free. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or user targets both of them. The Stand user can summon or de-summon the Stand as a bonus action. If the Stand user becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 5 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 5 ft. radius.

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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 9) bludgeoning damage. She may forgo dealing damage to force a Large or smaller target to fall prone on a hit. At the end of Jolyne's turn, any creatures hit by this attack must succeed a DC 24 Strength saving throw or become prone.



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