Keicho Nijimura (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 Class (JJBA Supplement) class and Cloistered Scholar background, and as such does not follow traditional CR.

Keicho Nijimura[edit]

Medium humanoid (Human), neutral good


Armor Class 19 (natural armor)
Hit Points 99 (18d6 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +7
Skills Acrobatics +9, Arcana +7, History +7, Investigation +7
Senses passive Perception 13
Languages English, Japanese
Challenge 18 (20,000 XP)


Spirit Points. Keicho has 18 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Keicho is targeted by an area effect that lets him make a Constitution 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.

Denting Blows. If Keicho is grappling a creature or being grappled by a creature, his and Bad Company's attacks automatically hit the creature and deal an additional 6 damage. Keicho may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Keicho may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Keicho has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Keicho completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Keicho may take the dash action and disengage action.

Stand Proud Focus. Keicho has a +3 bonus to initiative rolls.

ACTIONS

Multiattack. Keicho or Bad Company makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, Bad Company appears anywhere within 5 feet of Keicho or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Keicho and Bad Company's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, and both Keicho and Bad Company may take an action on each of his turns.


Keichowithstand.png
[Source]

The oldest of Mansaku Nijimura's two children, Okuyasu was born in 1981 into relative prosperity that suddenly ended when the economic bubble burst and his mother died. Resources at home became tight, and Okuyasu and Keicho were frequently beaten by their father until they were suddenly just as well off as before. If wouldn't be until 1989, when their father transformed into a disgusting monster before their very eyes, that they would learn how; that he had become a minion of DIO, creating Stand users in Japan and monitoring the Joestar family, with his loyalty ensured by one of DIO's fleshbuds. After 9 years of delinquency, their father's suffering became too much for the brothers, so Keicho devised a plan: there was no way to harm Mansaku in any way that mattered, any injury would heal almost immediately, but the arrow presented infinite possibilities if they could find the right user. Awakening their own Stands, though not using Okuyasu's Stand as they couldn't be sure if it truly destroyed matter or simply put it elsewhere, Keicho set out to awaken the Stands of at least six individuals while Okuyasu guarded their base of operations, a duty which he would fail when Josuke Higashikata stormed their home in order to rescue Koichi Hirose, a friend dying from his wounds from the Stand arrow. After Josuke revealed that there was still some humanity left in Manasku, Keicho began to doubt his plan; maybe they could go back to being a family. But this was cut short when Red Hot Chili Pepper, a Stand awakened by Keicho, suddenly appeared and murdered Keicho in order to steal the bow and arrow.

Bad Company[edit]

Tiny elemental (Stand), neutral good


Armor Class 21 (natural armor)
Hit Points
Speed 15 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 12 (+1) 20 (+5) 14 (+2)

Saving Throws Dex +12, Int +8
Skills Acrobatics +12, Arcana +8, History +8, Investigation +8
Senses passive Perception 15
Languages English, Japanese
Challenge 22 (41,000 XP)


Manifestation of Will. Bad Company acts on Keicho's turn and uses his actions, bonus actions, and reactions. Whenever Bad Company takes damage, Keicho instead takes half as much damage. Any feature that effects Keicho also effects Bad Company. Any effects that target Bad Company affect Keicho instead, though any attack rolls or saving throws made as part of the effect are still made against Bad Company. If both Keicho and Bad Company are targeted by an effect, only Bad Company is targeted. Bad Company can only move up to 150 ft. of Keicho, and moves in parallel with Keicho when he moves beyond the 150 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Bad Company, 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 Bad Company, and it is no longer invisible to them. Bad Company can phase through creatures and objects, and Keicho share Bad Company's senses.

Exploit Weakness. On a hit with Bad Company's unarmed strikes, Keicho may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 until the end of the target's next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them.

Swarm Stand. Bad Company can be summoned up to 16 times at a time, 6 of which may be special units, and 10 Bad Companies can occupy a single 5 ft. square area. If multiple Bad Companies would take damage from a single effect, Keicho only takes the damage once. Each time Bad Company makes an attack, every Bad Company does, making a single attack roll but dealing damage a single time.

ACTIONS

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

Service Weapon. Ranged Weapon Attack: +11 to hit, range 20/200 ft., one target. Hit: 1 piercing damage.

Landmines (1 Spirit Point). One Bad Company places down a Tiny explosive charge that remains hidden unless a creature succeeds a DC 19 Perception check when they take the Search action. If a creature steps on the landmine, they must make a DC 19 Dexterity saving throw or take 10 (3d6) fire damage, and have one of their legs take half as much damage. On a successful saving throw, they take half damage. The number of landmines Keicho can have out at once is equal to your Stand's Dexterity modifier.

REACTIONS

Suppressing Fire (1 Spirit Point). When Keicho is targeted by a ranged attack, any number of Bad Companies fire at the projectile, decreasing the damage by the number of Bad Companies did so. Any Bad Companies that did so can not attack on Keicho's next turn.

Special Units:

Green Beret. Bad Company Green Berets have a 20 ft. movement speed and a climbing and swimming speed equal to their movement speed, and gain the following attack:
Survival Knife. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Tank. Bad Company tanks have a 10 ft. movement speed, can not climb or swim, count as 5 of your Stands when calculating how many of your Stands can occupy a 5 ft. square area, and gain the following attack:
Main Cannon. Ranged Weapon Attack: +11 to hit, range 20/200 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Apache. Bad Company Apaches gain a flying speed equal to their movement speed, count as 5 of your Stands when calculating how many of your Stands can occupy a 5 ft. square area, and gain the following attack:
Missile Volley. Ranged Weapon Attack: +11 to hit, range 40/400 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

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