Lang Rangler (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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Lang Rangler[edit]

Medium humanoid (human), lawful neutral


Armor Class 14 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Str +9, Cha +9
Skills Acrobatics +8, Athletics +9, Insight +10, Intimidation +9, Investigation +8, Nature +8, Perception +10, Stealth +8
Senses passive Perception 20
Languages English
Challenge 13 (10,000 XP)


Stand Proud Focus. Lang takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Lang 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.

Exchange Blows. When Lang takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Jumpin' Jack Flash can make 1 additional melee attack on each of their turns. He can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during his 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. When landing an extra attack granted by Exchange Blows, Lang may expend that stack to cause it to deal full critical damage.

Summon/Suit Stand. Lang can either summon Jumpin' Jack Flash normally, or gain its ability scores, actions, and AC.

That feeling I get, of wanting to kill, is finally filling inside me too!!! While Jumpin' Jack Flash is summoned, any creatures within 5 feet of him that makes an attack has disadvantage on attack rolls and on a miss they must attempt a DC 19 Constitution modifier. On a fail, they are pushed out of the 5 foot radius. On a success, nothing happens. He may spend 1 Spirit Point make the range 10 feet rather than 5 until the beginning of your next turn.

Spirit Points. Lang has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) bludgeoning damage.

Zero-gravity... you're probably a Stand User yourself, so let's see if you can figure out what that feels like. Lang may enter Zero Gravity as a bonus action. While in Zero Gravity, only Lang's climbing speed and jump distances are doubled. Certain other features also incur Zero Gravity. Zero Gravity lasts until Lang ends the effect as a bonus action or he becomes unconscious. While in Zero Gravity, creatures can only move with their climbing speed or by jumping, they are not effected by gravity, and they must hold their breath. Any object or creature that a creature in Zero Gravity touches also enters Zero Gravity.


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[Source]

Jumpin' Jack Flash[edit]

Medium elemental (Stand), neutral


Armor Class 21 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
25 (+7) 24 (+7) 16 (+3) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Str +12, Cha +9
Skills Acrobatics +12, Athletics +12, Intimidation +9, Investigation +8, Insight +10, Nature +8, Perception +10, Stealth +12
Senses passive Perception 20
Languages English
Challenge 13 (10,000 XP)


Manifestation of Will. Any feature that effects Lang also effects Jumpin' Jack Flash. Any damage Jumpin' Jack Flash takes is instead dealt to Lang. Any effect that targets either Jumpin' Jack Flash or Lang targets both of them. Lang can summon or de-summon Jumpin' Jack Flash as a bonus action. If Lang becomes unconcious, Jumpin' Jack Flash instantly de-summons. Jumpin' Jack Flash and Lang use the same action and bonus action, but moving Jumpin' Jack Flash uses a free action. Jumpin' Jack Flash can only move up to 20 ft. of the Stand user, and moves in parallel with Lang when he moves beyond the 20 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Jumpin' Jack Flash, 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 Jumpin' Jack Flash, and it is no longer invisible to them. Jumpin' Jack Flash can phase through creatures/objects and everything seen by Jumpin' Jack Flash is also seen by Lang.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage and they enter Zero Gravity.

Spit. Ranged Weapon Attack: +12 to hit, range 15/30 ft., one target. Hit: the target enters Zero Gravity.

Bolt Centrifuge. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 10 (1d6 + 7) piercing damage and they enter Zero Gravity. This attack benefits from Exchange Blows. This must be reloaded as an action or bonus action every 4 shots.




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