Koichi Hirose (JJBA Supplement)
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Koichi Hirose[edit]
Medium humanoid (Human), neutral good Armor Class 18 (natural armor)
Saving Throws Dex +8, Int +10 Spirit Points. Koichi has 18 spirit points which he can expend. All spirit points are regained at the end of a long rest. Endurance. When Koichi 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 Koichi is grappling a creature or being grappled by a creature, his and ACT1's attacks automatically hit the creature and deal an additional 6 damage. Koichi 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, Koichi may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point. Long Travels. Koichi has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Koichi 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, Koichi may take the dash action and disengage action. Stand Proud Focus. Koichi has a +3 bonus to initiative rolls. ACTIONSMultiattack. Koichi or ACT1 makes two attacks with their unarmed strike. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Summon Stand. As a bonus action, Echoes ACT1, Echoes ACT2, or Echoes ACT3 appears anywhere within 5 feet of Koichi or is unsummoned. Koichi can only have one ACT summoned at a time. Stand Power! (3 Spirit Points). For 1 minute with concentration, Koichi and ACT1'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 Koichi and ACT1 may take an action on each of his turns.
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Born prematurely in 1984, Koichi Hirose spent the first 15 years of his life as a good-natured, but otherwise unremarkable student in Morioh. However, when he was suddenly shot through the neck by an arrow by an unseen assailant while walking to school with Josuke Higashikata, a new friend, what he figured would be the end ultimately unlocked a new realm of the supernatural to him. Initially taking the form of an egg, the Stand this encounter awakened began to transform alongside his confidence, achieving its first act when Tamami Kobayashi's attempt to scam him ended up threatening his family, its second when he was kidnapped by Yukako Yamagishi, and reaching its full potential in the first showdown with Yoshikage Kira. Throughout their investigation of the dark forces lurking in Morioh, Koichi proved himself to be a reliable friend, becoming one of the few people Rohan Kishibe truly enjoyed being around and being trusted by Jotaro Kujo to investigate rumors of a Joestar in Italy, though once he confirmed his existence he was quickly extracted. |
ACT1[edit]
Medium elemental (Stand), neutral good Armor Class 20 (natural armor)
Saving Throws Dex +12, Int +10 Manifestation of Will. ACT1 acts on Koichi's turn and uses his actions, bonus actions, and reactions. Whenever ACT1 takes damage, Koichi instead takes half as much damage. Any feature that effects Koichi also effects ACT1. Any effects that target ACT1 affect Koichi instead, though any attack rolls or saving throws made as part of the effect are still made against ACT1. If both Koichi and ACT1 are targeted by an effect, only ACT1 is targeted. ACT1 can only move up to 120 ft. of Koichi, and moves in parallel with Koichi when he moves beyond the 120 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see ACT1, 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 ACT1, and it is no longer invisible to them. ACT1 can phase through creatures and objects, and Koichi share ACT1's senses. Exploit Weakness. On a hit with ACT1's unarmed strikes, Koichi 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage. Sound Generation. ACT1 writes an onomatopoeia on any creature or object within 30 ft. of it. The sound this onomatopoeia denotes plays constantly for 1 minute or until you end this effect as a bonus action, and can range in volume from extremely quiet to almost deafening, but can not cause harm in any way. Any creature within a 10 ft. radius of an onomatopoeia must attempt a DC 20 Charisma saving throw at the end of each of their turns. On a failure, you have advantage on any Persuasion, Deception, or Intimidation checks against them, or they become deafened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
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ACT2[edit]
Medium elemental (Stand), neutral good Armor Class 20 (natural armor)
Saving Throws Dex +12, Int +10 Manifestation of Will. ACT2 acts on Koichi's turn and uses his actions, bonus actions, and reactions. Whenever ACT2 takes damage, Koichi instead takes half as much damage. Any feature that effects Koichi also effects ACT2. Any effects that target ACT2 affect Koichi instead, though any attack rolls or saving throws made as part of the effect are still made against ACT2. If both Koichi and ACT2 are targeted by an effect, only ACT2 is targeted. ACT2 can only move up to 60 ft. of Koichi, and moves in parallel with Koichi when he moves beyond the 60 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see ACT2, 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 ACT2, and it is no longer invisible to them. ACT2 can phase through creatures and objects, and Koichi share ACT2's senses. Exploit Weakness. On a hit with ACT2's unarmed strikes, Koichi 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage. Physical Sound Effects (1 Spirit Point). ACT2 writes an onomatopoeia on any object within 30 ft. of it that cause their effect to physically manifest for 1 minute. Any creature within 10 ft. of the onomatopoeia must make a DC 20 Constitution saving throw at the end of each of their turns. On a failure, they take 13 (2d6 + 6) damage of a type depending on the chosen sound effect (i.e. "fwoosh!" would deal fire damage, "sizzle!" would deal acid damage, "crash!" would deal bludgeoning damage). On a success, they take half as much damage. Boing! (2 Spirit Points). ACT2 writes the "boing!" onomatopoeia on any object within 30 ft. of it. When a creature within 10 ft. of the onomatopoeia takes damage, it is reduced by 13 (2d6 + 6).
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ACT3[edit]
Medium elemental (Stand), neutral good Armor Class 20 (natural armor)
Saving Throws Dex +12, Int +10 Manifestation of Will. ACT3 acts on Koichi's turn and uses his actions, bonus actions, and reactions. Whenever ACT3 takes damage, Koichi instead takes half as much damage. Any feature that effects Koichi also effects ACT3. Any effects that target ACT3 affect Koichi instead, though any attack rolls or saving throws made as part of the effect are still made against ACT3. If both Koichi and ACT3 are targeted by an effect, only ACT3 is targeted. ACT3 can only move up to 30 ft. of Koichi, and moves in parallel with Koichi when he moves beyond the 30 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see ACT3, 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 ACT3, and it is no longer invisible to them. ACT3 can phase through creatures and objects, and Koichi share ACT3's senses. Exploit Weakness. On a hit with ACT3's unarmed strikes, Koichi 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage. Three Freeze (1 Spirit Point). One creature or object within 15 ft. of ACT3 must make a DC 20 Strength saving throw at the end of each of their turns for 1 minute with concentration. On a failure, they take 26 (4d6 + 12) bludgeoning damage and are paralyzed, their speed becomes 0, and they knocked prone. On a success, they take half as much damage, their movement speed is halved, and they are knocked prone. They must retry this saving throw at the end of each of their turns. If Koichi or ACT3 are within 5 ft. of the target, they have disadvantage on this saving throw.
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