Kars (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 class and Athlete background, and as such does not follow traditional CR.

Kars[edit]

Medium undead, neutral evil


Armor Class 26
Hit Points 285 (32d10 + 128)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 18 (+4) 20 (+5) 12 (+1) 12 (+1)

Saving Throws Dex +16, Con +13, Int +14, Cha +10
Skills Acrobatics +16, Athletics +10, Investigation +14, Nature +14, Perception +10
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 20
Languages Pillar
Challenge 32 ( XP)


Spirit Points. Kars has 32 spirit points which he may expend. All spirit 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 39 (2d6 + 32) 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.

ACTIONS

Multiattack. 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: +16 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage or the target must succeed a DC 19 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.

Shining Sabre. Melee Weapon Attack: +16 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.

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 20 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 has not taken radiant damage since the beginning of his previous turns, and he gains the following actions for 1 hour or until he is knocked unconscious:

Pillar Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 32 (2d6 + 25) slashing damage that ignores damage reduction and threshold, or the target must succeed a DC 19 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.
Shining Sabre. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 32 (2d6 + 25) slashing damage. Kars may spend spirit points to increase this attack's critical threshold by an equal amount.
Blood Drain (1 Spirit Point). As a bonus action, Kars gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he dealt unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When Kars reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Kars.
Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Kars's reach that is not an elemental, construct, or undead is killed instantly and Kars regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfills his daily requirement of food and water.

REACTIONS

Sabre Deflect. When an attack is made against Kars while Light Mode is active, the damage dealt is decreased by 32 (2d6 + 25). 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 32 (2d6 + 25) 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.

Kars_Infobox_Manga.png
Source [1]

Long ago, Kars was a genius among the small but incredibly powerful pillar clan, spending much of his early life developing a way to increase their power and conquer the sun. While his mask had not unlocked his full potential, it granted him power far beyond that of his kin. He sought to upset the balance, and for that the clan believed him to be a threat, attempting to kill him. In response, Kars and his only ally, Esidisi, slaughtered their entire species save for two infants who would become Santana and Wamuu. Together, the four searched the Earth for the Red Stone of Aja, which would grant their stone masks the power to fully ascend them to the seat of the Ultimate Life Form.

As of 1938, Esidisi, Kars, and Wamuu were sealed within the Roman Colosseum before being awakened by a group of Nazi soldiers attempting to destroy them before they could awaken. Instead, the entire platoon was slaughtered, leaving only two survivors: Joseph and Caesar, two powerful Hamon users. Despite their talent, Wamuu was strong enough to handle the both of them with ease, though Joseph's bluff of potentially offering a good fight in a month after training earned them some time, ensured by Wamuu and Esidisi's wedding rings of death, a notion Kars found laughable.

After Esidisi was slain sending the Red Stone to Kars in Switzerland, Kars moved to intercept the package, but was stopped through the combined efforts of a cyborg and a well-trained Joseph, returning to the abandoned hotel he had been using as a lair. When Joseph and Lisa Lisa, still mourning Caesar's death at Wamuu's hand, confronted the two, they successfully bluffed regarding a supposed bomb strapped to the Aja that, without being rearmed or disarmed, would leave it unable to grant the Pillar Men's wish, forcing Kars and Wamuu compromised to a set of one-on-one duels.

While Wamuu was an honorable warrior to the end, Kars immediately resorted to trickery in his duel with Lisa Lisa, using a vampire disguised as him to get the drop on her. Before could land the killing blow, however, Stroheim, Speedwagon, and a platoon of UV soldiers arrived, obliterating Kars' vampire army and forcing him to retreat with Joseph's help. As Kars lay in a pit of spikes and the Speedwagon Foundation forces crowded around the pit to finish off Kars, however, 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.


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