Mansaku 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 and Fighter class and Guild Artisan background, and as such does not follow traditional CR.

Mansaku Nijimura[edit]

Medium humanoid (human), lawful neutral


Armor Class 15
Hit Points 19 (2d8 + 1d6 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +5, Con +5
Skills Arcana +2, History +2, Insight +4, Nature +2, Persuasion +1
Senses passive Perception 12
Languages Japanese
Challenge 3 (700 XP)


Spirit Points. Mansaku has 1 spirit point which he can expend. All spirit points are regained at the end of a long rest.

Flesh Bud Being. Mansaku takes twice as much damage from all sources and has disadvantage on any Intelligence and Charisma skill checks, but regains 14 (4d6) hit points at the end of each of his turns.

Sneak Attack (1/Turn). Mansaku deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Mansaku that isn't incapacitated.

Cunning Action. Mansaku can take the dash, disengage, or hide action as a bonus action.

ACTIONS

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


The father of Keicho and Okuyasu Nijimura, Mansaku was a relatively-successful business. However, in 1987, his wife passed away due to illness, and the economic downturn on 1989 drove him to drunkenness and abuse. In 1991, however, everything changed when DIO confronted him, awakening his latent Stand power and arranging ludicrous payment for monitoring the Joestar family, with his loyalty ensured by one of DIO's fleshbuds. However, following DIO's death, this fleshbud went berserk, mutating Mansaku into something between a vampire and a human, and robbing him of his mind.


Any Way You Want It[edit]

Medium elemental (Stand), lawful neutral


Armor Class 14
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +4, Con +5
Skills Arcana +2, History +2, Insight +4, Nature +2, Persuasion +1
Senses passive Perception 12
Languages Japanese
Challenge 3 (700 XP)


Manifestation of Will. Any Way You Want It acts on Mansaku's turn and uses his actions, bonus actions, and reactions. Whenever Any Way You Want It takes damage, Mansaku instead takes half as much damage. Any feature that effects Mansaku also effects Any Way You Want It. Any effects that target Any Way You Want It affect Mansaku instead, though any attack rolls or saving throws made as part of the effect are still made against Any Way You Want It. If both Mansaku and Any Way You Want It are targeted by an effect, only Any Way You Want It is targeted. Any Way You Want It can only move up to 10 ft. of Mansaku, and moves in parallel with Mansaku when he moves beyond the 10 ft. radius.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.



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