Mannish Boy (JJBA Supplement)
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Mannish Boy[edit]
Tiny humanoid (Human), neutral evil Armor Class 15 (natural armor)
Saving Throws Int +10, Cha +10 Spirit Points. Mannish Boy has 16 spirit points which he can expend. All spirit points are regained at the end of a long rest. Discernment. When Mannish Boy is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Mannish Boy is grappling a creature or being grappled by a creature, his, Death 13's, and Death 13's Scythe's attacks automatically hit the creature and deal an additional 5 damage. Mannish Boy 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, Mannish Boy may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point. Long Travels. Mannish Boy has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Mannish Boy 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, Mannish Boy may take the dash action and disengage action. Isn't it romantic to die inside of a dream?. When creatures are unconscious within 60 feet of Mannish Boy, their minds are transported to a "dream dimension" of his own design, though their body remains where they fell asleep. Mannish Boy may change any aspect of the dream dimension as an action, but they can not be directly harmful. These creatures only have what they had on them when they fell unconscious, including their Stand if it was summoned, and are the only creatures within the dream dimension. Anything that happens to them in the dream happens to their body. When a creature stops being unconscious, which can only be done by Mannish Boy as a free action or by a creature in the real world succeeding a DC 20 Athletics or Medicine check as an action to wake them up, they do not remember anything that happened in it unless they had their Stand summoned. ACTIONSMultiattack. Mannish Boy, Death 13, or Death 13's Scythe makes two attacks with their unarmed strike. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage. Summon Stand. As a bonus action, Death 13 and Death 13's Scythe appears anywhere within Mannish Boy's dream dimension. I’m still smarter than you jokers! (5 Spirit Points). A second Death 13 and Death 13's Scythe appear anywhere within Mannish Boy's dream dimension. Transform Stand (1 Spirit Point). One Death 13 and Death 13's Scythe completely change their appearances. When Death 13 takes damage, Mannish Boy may cause its appearance to revert to its normal appearance and lose the ability to change until the end of his next short rest it as its clothes tear away to reduce the damage to 0.
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From birth, Mannish Boy was exceptionally intelligent, gaining full mastery over multiple languages over the span of his 11 month life up to that point. Shortly after his birth, Enya pierced him with an arrow, awakening his sadistic Stand ability; Death 13. Being ordered by DIO to kill Jotaro Kujo, Joseph Joestar, Noriaki Kakyoin, and Jean Pierre Polnareff in exchange for status in the world DIO was building, he planned to pick off the Stand users one-by-one in his dream world, joining their group under the guise of needing medical care in the closest major hospital on the coast of the Red Sea. But while his raw intelligence was higher than any of the crusaders' combined, his strategy was far below Kakyoin's, who used the dream dimension's damage to leave messages for himself to remember who the Stand user was, bringing his Stand into the dream world and quickly beating him enough to not trap the crusaders again. When they arrived on the edge of the Red Sea, he was submitted to an infant care ward for digestion issues. |
Death 13[edit]
Medium elemental (Stand), neutral evil Armor Class 20 (natural armor)
Saving Throws Int +10, Cha +10 Manifestation of Will. Death 13 acts on Mannish Boy's turn and uses his actions, bonus actions, and reactions. Whenever Death 13 takes damage, Mannish Boy instead takes half as much damage. Any feature that effects Mannish Boy also effects Death 13. Any effects that target Death 13 affect Mannish Boy instead, though any attack rolls or saving throws made as part of the effect are still made against Death 13. If both Mannish Boy and Death 13 are targeted by an effect, only Death 13 is targeted. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Death 13, 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 Death 13, and it is no longer invisible to them. Death 13 can phase through creatures and objects, and Mannish Boy share Death 13's senses. Exploit Weakness. On a hit with Death 13's unarmed strikes, Mannish Boy may spend 1 spirit point to decrease the target's AC to a maximum penalty of -5 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. Dream Stand. Death 13 can only exist in Mannish Boy's dream dimension. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 slashing damage. Lali-ho! One creature within Mannish Boy's dream dimension must make a DC 20 Strength saving throw. On a failure, they are restrained. They, or their Stand if it is in the dream, may retry this saving throw at the end of each of their turns, ending this effect on a success.
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Death 13's Scythe[edit]
Medium elemental (Stand), neutral evil Armor Class 20 (natural armor)
Saving Throws Int +10, Cha +10 Manifestation of Will. Death 13's Scythe acts on Death 13's turn and uses his actions, bonus actions, and reactions. Whenever Death 13's Scythe takes damage, Death 13 instead takes half as much damage. Any feature that effects Death 13 also effects Death 13's Scythe. Any effects that target Death 13's Scythe affect Death 13 instead, though any attack rolls or saving throws made as part of the effect are still made against Death 13's Scythe. If both Death 13 and Death 13's Scythe are targeted by an effect, only Death 13's Scythe is targeted. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Death 13's Scythe, 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 Death 13's Scythe, and it is no longer invisible to them. Death 13's Scythe can phase through creatures and objects, and Mannish Boy share Death 13's Scythe's senses. Exploit Weakness. On a hit with Death 13's Scythe's unarmed strikes, Death 13 may spend 1 spirit point to decrease the target's AC to a maximum penalty of -5 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. Dream Stand. Death 13's Scythe can only exist in Mannish Boy's dream dimension. Partial Stand. Death 13's Scythe can not act in any way other than making cut attacks. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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