Kars, Ultimate (JJBA Supplement)
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Kars[edit]
Medium undead, neutral evil Armor Class 27
Saving Throws Dex +17, Con +15, Int +15, Cha +11 Spirit Points. Kars has 70 spirit points which he may expend. All spirit points are regained at the end of a long rest. Spirit Points. Kars has 2 Hamon points which he may expend. All Hamon points are regained at the end of a long rest. Sunlight Hypersensitivity. If an amount of skin equal to the surface of Sanana's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Kars may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Kars does not age or need to sleep, and he counts as one size larger for the sake of how much you can push, pull, or lift. Enhanced Flesh Detection. Kars, he automatically learns the alignment of any creatures within 30 feet of him, even if he isn't aware of their presence, so long as they produce a scent. Pillar Speed. Kars 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. Brainstorm. When Kars is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, Kars may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success. Endurance. If Kars is subjected to an effect that allows him to make a Constitution saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Do or Die. At will on his turn for 2 spirit points or at any time for 5 spirit points, Kars may immediately take an action. Hyper-Intellect. Kars learns to speak any language he has heard for at least 10 minutes and can become proficient in any weapon he holds for 5 minutes. Rib Blades (1 Spirit Point). At the end of each of his turns, Kars may spend 1 spirit point to make a Pillar Claws attack using his ribs even if you are incapacitated, but not unconscious. Malleable Body. Kars may squeeze through gaps as small as 2 inches. Regeneration. When Kars is brought down to 0 hit points, he may spend 1 spirit point to instead drop to 1 hit point. If he would be killed by the hit, he must spend 1 additional spirit points to do so and is incapacitated until the end of his next turn. You may spend 1 additional spirit point to regain an additional 42 (2d6 + 35) hit points when he does so. If Kars loses any body parts, but they are still intact and within reach, he can spend 1 spirit point as a free action to reattach it. ACTIONSMultiattack. Kars makes three Pillar Claws attacks. Kars may spend up to 3 spirit points to make an equal number of additional Pillar Claws attacks. Pillar Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage or the target must succeed a DC 23 Wisdom saving throw or become blinded for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If this has advantage, Kars may spend 2 Hamon points to double the damage this deals, which all counts as radiant. Shining Sabre. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage. Kars may spend spirit points to increase this attack's critical threshold by an equal amount. If this has advantage, Kars may spend 2 Hamon points to double the damage this deals, which all counts as radiant. Extend Claws (1 Spirit Point). As a bonus action, the reach of Kars's Pillar Claws increases by 5 feet for 1 minute. Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically take 12 (2d4 + 7) bludgeoning damage at the end of each of Kars's turns. Path of Destruction (1 Spirit Point). As a bonus action, Kars may make an attack against any creature whose space he moves into until the beginning of his next turn. Kars may only target each creature once each time he uses this feature. Pillarize. Kars becomes petrified and immune to all damage for at least 1 minute, after which he can end this effect at will. Kars automatically benefits from this feature if he becomes petrified, and this effect automatically ends if he is no longer petrified. Meat Invade (3 Spirit Points). One creature Kars is grappling that is not a construct or elemental must attempt a DC 23 Strength saving throw. On a failure, the creature becomes paralyzed and Kars enters their body for 1 minute or until they drop to 0 hit points, causing the creature to follow any movements Kars makes and causing any effects that target Kars to target the creature as well. The target may retry this saving throw at the end of each of their turns, not being paralyzed or forced to follow Kars's movements until the end of their next turn on a success. On a critical success, this effect ends early. Flesh Reconstruction (1 Spirit Point). Kars treats his unarmed strikes as any weapon he is proficient in. Ranged weapons created in this way still require ammunition. Light Mode (1 Spirit Point). As a bonus action, Kars gains 87 temporary hit points, gains resistance to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, regains 39 (2d6 + 32) hit points at the end of each of his turns that he has at least 1 hit point, and he gains the following actions for 1 hour or until he is knocked unconscious:
Origin of Life. Kars creates any generic beast anywhere within 5 feet of him. This creature is charmed by Kars. Lifeshaper. Kars or one creature he created that he is touching gains any game statistics of a single generic beast of his choice. Hamon Breathing. Kars regains 1 Hamon point. REACTIONSSabre Deflect. When an attack is made against Kars while Light Mode is active, the damage dealt is decreased by 34 (2d6 + 27). If this reduces an attack's damage to 0, the weapon, or ammunition if it was a ranged attack, is destroyed, or the target takes 34 (2d6 + 27) slashing damage if no weapon or ammunition was used. Kars may spend 1 spirit point when he uses this reaction to gain 2 additional reactions that can only be used to take this reaction, and may spend spirit points to increase the number of reactions granted by an equal number to a maximum of 3. |
As the Speedwagon Foundation forces crowded around the pit to finish off Kars, he revealed the true intent of his plot; he had already taken the red stone. Using the UV light and his stone mask, Kars ascended to the state of the Ultimate Lifeform. Holding no animosity to the humans that had allowed him to achieve his dream, he focused his full attention on Joseph, the one who killed his comrades, chasing after his plane with the power of his own wings. Shooting down the plane with beasts of all sorts, the two strongest beings on the planet faced off for one final match atop a volcanic island, but the force of the crash cracked the island's crust, plunging Kars into the magma below. But even this couldn't kill the ultimate lifeform, who ascended clad in crustacean armor to sever Joseph's hand before finishing Joseph off with a Hamon-infused strike. Unconsciously, Joseph raised the red stone, sending a blast of Hamon into the volcano, forcing an eruption. As the pair rose into the atmosphere, small rocks pelted Kars out of orbit, with Joseph making one final attack; claiming that he had planned it all along. Already immune to anything that could possibly kill him, his body froze into place and floated through space until the end of the universe. Eventually, Kars stopped thinking. |
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