Martin (JJBA Supplement)
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Martin[edit]
Large monstrosity, chaotic evil Armor Class 18 (natural armor)
Saving Throws Str +5, Dex +6 Spirit Points. Martin has 3 spirit points which he may expend. He regains all spirit points at the end of a long rest. Keen Sight. Martin has advantage on Wisdom (Perception) checks that rely on sight. Titan Mandril. Martin has a damage threshold of 7. ACTIONSSwipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage. Improvised Weapon. Thrown Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage. Grappling Hook (1 Spirit Point). As a bonus action, Martin moves to one point within 50 feet in a straight line. Poisonous Gas (1 Spirit Point). As a bonus action, Martin creates a 10 ft. radius cloud of colorless gas that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, causing the area to become lightly obscured. Any creature that ends their turn in this cloud must attempt a DC 12 Constitution saving throw at the end of each of their turns until the cloud disperses. On a failure, they are poisoned for 1 minute and take 5 (1d4 + 3) poison damage at the beginning of each of their turns. 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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The strongest in a lineage of genetically enhanced mandrills forced to adapt to exceptionally harsh environments, Martin is nearly twice as large and fast as a normal mandrill. Obeying his whip-wielding master unquestionably, he revels in violence in the name of the Dress Organization, only being stopped by Ikuro Hashizawa. |
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