Mariah (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 Entertainer background, and as such does not follow traditional CR.

Mariah[edit]

Medium humanoid (Human), lawful evil


Armor Class 17 (natural armor)
Hit Points 49 (14d6 + 14)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Dex +7, Int +6
Skills Acrobatics +7, Deception +10, Performance +10, Stealth +7
Senses passive Perception 12
Languages French, Arabic
Challenge 14 (11,500 XP)


Spirit Points. Mariah has 14 spirit points which she can expend. All spirit points are regained at the end of a long rest.

Discernment. When Mariah is targeted by an area effect that lets her make an Intelligence or Wisdom saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Denting Blows. If Mariah is grappling a creature or being grappled by a creature, her attacks automatically hit the creature and deal an additional 5 damage. Mariah may still make an attack roll to determine if she scores a critical hit. This feature extends to creatures who are too large to be grappled as long as she climbs on to them. Additionally, Mariah may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Look at you and your dirty mind!. Mariah deals twice as much damage to objects.

ACTIONS

Multiattack. Mariah makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bastet (1 Spirit Point). Mariah places her Stand on any surface within 60 feet of her until she uses this feature again or leaves a 60 ft. radius of it. If a creature touches her Stand, they are imbued with the powers of a magnet. In addition to the following, thrown attacks with metal weapons deal twice as much damage and its damage die can not be less than the damage for its respective weight from this feature.

At the end of every hour, the maximum weight of an object they attract increases by 1 pound. After 80 hours pass, the maximum distance from an object to attract it and take damage increases by 5 feet for all weights at the end of each hour. Objects are attracted from twice as far as the range listed and move at the beginning of each of your turns. If an object is attracted to the target but does not touch them for at least 2 rounds, it makes an attack roll with a +12 bonus, dealing the damage listed on the table at the end of this page on a hit. This effect ends if the effected creatures leave a 60 ft. radius of Mariah.

Any objects of Mariah's choice are not effected by magnetism, and any objects attracted toward a creature that is too heavy to move instead attracts them, moving them 10 ft. towards it at the end of each of their turns. This movement increases by 5 feet whenever their attraction radius does so. If an object equal in size to themselves is attached to them, they become restrained, save for having a movement speed of 10 feet. If this is another creature, they may attempt a DC 20 Acrobatics check as an action, using the other creature's reaction. If they both succeed, they regain the lowest movement speed between the two and they must move together. If an object one or more size categories larger than them is attached to them, they are fully restrained. When they come within 30 feet of an object holding electricity, they must attempt a DC 20 Constitution saving throw. On a failure, they take 21 (4d6 + 7) lightning damage. On a success, they take half as much damage.

Alluring Stand (1 Spirit Point). Any creatures of Mariah's choice that can see her Stand must attempt a DC 20 Wisdom saving throw. On a failure, it piques their interest, and they must touch it.


Mariah_Appearance.png
[Source]

A talented and beautiful model in Egypt, Mariah quickly came to hate how men leered at and tried to take advantage of her in her line of work. However, when she met DIO, who not only granted her a powerful Stand but treated her with respect as a person with power; an ephemeral "Gravity", she joined his ranks, hoping to win something more than just respect by killing Jotaro Kujo, Joseph Joestar, Muhammad Abdul, and Jean Pierre Polnareff. Secretly deploying her Stand against Joseph and Abdul in Luxor while Alessi dealt with the others, she nearly killed them, electrocuting them with power lines and crushing them with cars until her magnetism became to strong, crushing her with their combined weight in a pincer attack and knocking her unconscious.

After DIO's defeat, the Speedwagon Foundation informed her and the rest of DIO's surviving minions in Egypt of his crimes. Those that were unaware were allowed to keep their freedom, including Mariah and her future husband Kenny G., who set up a hideout for Egyptian Stand users in the bones of an abandoned bar in Cairo.


Weight (lb.) Distance (ft.) Damage Die
1-4 70 3 (1d6)
5-9 60 7 (2d6)
10-29 50 11 (3d6)
30-49 40 14 (4d6)
50-99 30 18 (5d6)
100-199 20 35 (10d6)
200+ 10 70 (20d6)

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