Muhammad Abdul (JJBA Supplement)
Muhammad Abdul[edit]
Medium humanoid (Human), neutral good Armor Class 18 (natural armor)
Saving Throws Int +7, Wis +7 Spirit Points. Abdul has 20 spirit points which he can expend. All spirit points are regained at the end of a long rest. Endurance. When Abdul is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Denting Blows. If Abdul is grappling a creature or being grappled by a creature, his and Magician's Red's attacks automatically hit the creature and deal an additional 6 damage. Abdul may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Abdul may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point. Long Travels. Abdul has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Abdul completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Abdul may take the dash action and disengage action. Stand Proud Focus. Abdul has a +3 bonus to initiative rolls. ACTIONSMultiattack. Abdul or Magician's Red makes two attacks with their unarmed strike. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Summon Stand. As a bonus action, Magician's Red appears anywhere within 5 feet of Abdul or is unsummoned. Stand Power! (3 Spirit Points). For 1 minute, Abdul and Magician's Red's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, Magician's Red gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Abdul if he is in the same space as Magician's Red, and both Abdul and Magician's Red may take an action on each of his turns.
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Abdul was born a Stand user in Cairo, Egypt, 1960 to a soldier father and an astrologist mother. After the deaths of his parents, he traveled the middle east, supporting himself on what he inherited and what he could make telling fortunes using his tarot deck. Eventually, he was hired as the personal assistant to a rich businesswoman, where he met Joseph Joestar during a party in England, where the married man attempted to hit on his employer. The two would remain in regular correspondence, both wielding powers like nothing the other had seen, even traveling to New York to capture Iggy for containment by the Speedwagon Foundation. In July, 1988, Abdul would come face to face with DIO, who he immediately sensed as not only a Stand user, but something far more sinister. Barely fleeing with his life, he met up with Joseph and organized a plan to defeat DIO, eventually recruiting Joseph's grandson Jotaro, Kakyoin, and Polnareff on their crusade from Japan to Egypt, partly to stop any plots DIO had formed and partly to save Joseph's daughter, Holly. After being seriously wounded saving Polnareff from Hol Horse and J. Geil, the Speedwagon Foundation faked his death, allowing him to escape to a small island in the Red Sea, where he organized materials for when his friends made their way back to him, including a submarine. When the crusaders finally made it to DIO's mansion, Polnareff, Abdul, and Iggy would be separated from the rest of the group and pitted against Vanilla Ice, where he would be killed saving his friends from an unstoppable sneak attack. |
Magician's Red[edit]
Medium elemental (Stand), neutral good Armor Class 22 (natural armor)
Saving Throws Int +8, Wis +8 Manifestation of Will. Magician's Red acts on Abdul's turn and uses his actions, bonus actions, and reactions. Whenever Magician's Red takes damage, Abdul instead takes half as much damage. Any feature that effects Abdul also effects Magician's Red. Any effects that target Magician's Red affect Abdul instead, though any attack rolls or saving throws made as part of the effect are still made against Magician's Red. If both Abdul and Magician's Red are targeted by an effect, only Magician's Red is targeted. Magician's Red can only move up to 15 ft. of Abdul, and moves in parallel with Abdul when he moves beyond the 10 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Magician's Red, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Magician's Red, and it is no longer invisible to them. Magician's Red can phase through creatures and objects, and Abdul share Magician's Red's senses. Exploit Weakness. On a hit with Magician's Red's unarmed strikes, Abdul may spend 1 spirit point to decrease the target's AC to a maximum penalty of -7 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage and 6 fire damage. Flaming Aura (1 Spirit Point). One creature within 30 feet must attempt a DC 20 Dexterity saving throw, which does not benefit from cover. On a failure, they take 30 (1d6 + 12 x 2) fire damage, or they take half as much damage and are restrained for 1 minute. On a success, they take half as much damage. At the end of each of their turns, they may retry this saving throw, ending this effect on a success. This may target up to 2 additional targets for every additional spirit point spent to a maximum of 5 targets. Life Detector (1 Spirit Point). Magician's Red creates a "heat radar" in the form of a Tiny floating ball of fire for 1 minute. The heat radar indicates the direction of any creatures within a 30 ft. radius of it by a flicker in response to the creature's presence, indicating their direction from it. Abdul can move the ball up to 15 feet at the beginning of each of his turns, it can be anywhere within 15 feet of Magician's Red, and it moves in relation to Magician's Red. HELL 2 U! As a bonus action, one melee weapon or piece of ammunition within 15 feet of Magician's Red deals 6 additional fire damage or has a -6 penalty to its damage rolls.
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