Mountain Tim (JJBA Supplement)
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Medium humanoid (Human), lawful neutral
Armor Class 19 (Rope)
Saving Throws Cha +5
Stand Proud Focus. Tim takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Tim takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or their Stand can make 1 additional melee attack on each of their turns. They can only have up to "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.
Exploit the Armor. When Tim successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.
Oh! Lonesome Me. Mountain Tim can generate up to 80 ft. of rope that has an AC of 19. Tim has expertise on any checks and saves related to using this rope, may grapple as a bonus action,
Spirit Points. Tim has 3 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.
Garrote. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage, and the target is grappled and begins to suffocate.
Revolver. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Must be reloaded after 6 shots.
Complete Detach. Tim gains expertise in Dexterity (Stealth) checks, can squeeze through spaces as small as 1 inch, and all attacks against him have disadvantage until the beginning of your next turn.
Forceful Detach. One creature Tim touches must attempt a DC 14 Dexterity saving throw. On a failure, they become paralyzed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Tim may spend 1 spirit point to cause them to automatically fail any of the saving throws associated with this feature.
Rope Wrap (2 Spirit Points). Any melee attacks made against Tim have disadvantage until the beginning of his next turn.
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