Midler (JJBA Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Midler[edit]

Small humanoid (Human), lawful evil


Armor Class 16 (natural armor)
Hit Points 82 (15d6 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Con +7, Cha +8
Skills Acrobatics +8, Athletics +7, Performance +8, Stealth +8
Senses passive Perception 10
Languages English, Arabic
Challenge 15 (13,000 XP)


Spirit Points. Midler has 15 spirit points which she can expend. All spirit points are regained at the end of a long rest.

Discernment. When Midler 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 Midler is grappling a creature or being grappled by a creature, her and High Priestess's attacks automatically hit the creature and deal an additional 5 damage. Midler 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, Midler may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Midler has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Midler 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, Midler may take the dash action and disengage action.

ACTIONS

Multiattack. Midler or High Priestess makes two attacks with their unarmed strike. High Priestess may make one additional attack for 1 spirit point.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, High Priestess appears anywhere within 5 feet of Midler or is de-summoned.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Midler and High Priestess's attacks score a critical hit on a roll of 18-20 and both Midler and High Priestess may take an action on each of her turns.


Midler_Revealed_Infobox.png
[Source]

Midler was a natural born Stand user and a world-famous assassin, using her Stand to make her targets' deaths look like accidents. Due to her Stand power, as well as the strength of her soul as a sinner, she was sought out by DIO, who recruited her to kill Jotaro Kujo, Joseph Joestar, Muhammad Abdul, Noriaki Kakyoin, and Polnareff. Waiting at the edge of the Red Sea, predicting that the crusaders would be traveling through the area on their way to Egypt, she spotted a suspicious submarine approaching an otherwise deserted island and planted her Stand there in hopes of ambushing them. When her hopes were justified, she sunk the submarine and slashed much of their oxygen equipment before transforming her Stand into a portion of the sea floor itself. Despite having the crusaders exactly where she wanted them, she was overpowered by Jotaro's Star Platinum, who broke every one of her teeth, knocking her out with the shock.


High Priestess[edit]

Tiny elemental (Stand), neutral good


Armor Class 20 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Con +7, Cha +8
Skills Acrobatics +11, Athletics +10, Performance +8, Stealth +11
Senses passive Perception 10
Languages English, Arabic
Challenge 15 (13,000 XP)


Manifestation of Will. High Priestess acts on Midler's turn and uses her actions, bonus actions, and reactions. Whenever High Priestess takes damage, Midler instead takes half as much damage. Any feature that effects Midler also effects High Priestess. Any effects that target High Priestess affect Midler instead, though any attack rolls or saving throws made as part of the effect are still made against High Priestess. If both Midler and High Priestess are targeted by an effect, only High Priestess is targeted. High Priestess can only move up to 100 ft. of Midler, and moves in parallel with Midler when she moves beyond the 100 ft. radius.

Exploit Weakness. On a hit with High Priestess's unarmed strikes, Midler 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.

These teeth are as strong as diamonds. High Priestess's unarmed attacks deal twice as much damage to objects and score a critical hit on a roll of 19-20.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage.

Transform (1 Spirit Point). As a bonus action, High Priestess transforms into any object that is up to Gargantuan in size, including weapons with enough ammunition to be completely loaded once, for 1 minute. If this object is metal, it gains a damage threshold of 6. It may end this effect early as a bonus action or by making an unarmed attack, which has advantage. If High Priestess is restrained or grappled, doing so instantly ends the condition.

While transformed into any object larger than Medium, High Priestess can not move unless the object already had the ability to move, and it deals an additional 2 (1d4) damage with its unarmed strikes for every size category above Tiny.

S-Tier Range (1 Spirit Point). As a bonus action, High Priestess's range from Midler is doubled until the beginning of her next turn. Midler may spend 1 spirit point when this feature would end to extend its benefits to the beginning of her next turn.

REACTIONS

Don't hate me. When High Priestess takes the Hide action, it uses its Transform action as a reaction.

High_Priestess_Appearance.png
[Source]

Back to Main Page5e HomebrewCampaign SettingsJoJo's Bizarre Adventure WorldBestiary (JJBA Setting)

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: