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N'Doul (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 Child background, and as such does not follow traditional CR.

N'Doul[edit]

Medium humanoid (Human), neutral evil


Armor Class 17 (natural armor)
Hit Points 88 (16d6 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 18 (+4)

Saving Throws Wis +5, Cha +9
Skills Athletics +7, Deception +9, Perception +5, Stealth +7
Senses passive Perception 15
Languages English, Arabic, Serer
Challenge 16 (15,000 XP)


Spirit Points. N'Doul has 16 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When N'Doul is targeted by an area effect that lets him make an Intelligence or Wisdom 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 N'Doul is grappling a creature or being grappled by a creature, his, Geb's, and Geb's Scythe's attacks automatically hit the creature and deal an additional 5 damage. N'Doul 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, N'Doul may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Blind. N'Doul's eyes are permanently at 0 hit points.

ACTIONS

Multiattack. N'Doul or Geb makes two attacks with their unarmed strike.

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

Summon Stand. As a bonus action, Geb appears anywhere within 5 ft. of N'Doul.

There doesn't seem to be any need for this walking stick anymore. As a bonus action, N'Doul gains 60 feet of blindsight and advantage on Perception checks that rely on hearing until the end of his next turn. N'Doul can't use this blindsight while deafened. N'Doul may spend 1 spirit point when he uses this feature to double this feature's blindsight.

S-Tier Range (1 Spirit Point). As a bonus action, N'Doul doubles the range Geb can be from him until the beginning of his next turn. N'Doul may spend 1 spirit point when this feature would end to extend its benefits to the beginning of his next turn.

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


Despite being born blind, N'Doul was able to take anything he needed using his Stand without consequences, even others' lives. When DIO sought him out, he was instantly captivated by not only his charisma and power, but his ability to recognize N'Doul's value as both a Stand user and person. Being ordered by the man he loved to kill Jotaro Kujo, Joseph Joestar, Noriaki Kakyoin, Muhammad Abdul, and Jean Pierre Polnareff, he unquestioningly agreed, crashing a Speedwagon Foundation helicopter bringing them supplies and a new ally to draw them into a kill zone. While he was able to almost completely immobilize them and severely injure Kakyoin, Jotaro's quick thinking and new ally brought N'Doul within Star Platinum's range with enough time to land a near-fatal blow before Geb could return to his side. Knowing that Joseph's Hermit Purple could be used to read his mind and gather information on DIO, N'Doul used Geb to skewer himself through the brain, preferring death over betraying DIO.


Geb[edit]

Medium elemental (Stand), neutral evil


Armor Class 21 (natural armor)
Hit Points
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 14 (+2) 14 (+2) 10 (+0) 18 (+4)

Saving Throws Wis +5, Cha +9
Skills Athletics +11, Deception +9, Perception +5, Stealth +11
Damage Vulnerabilities fire, cold
Senses passive Perception 15
Languages English, Arabic, Serer
Challenge 16 (15,000 XP)


Manifestation of Will. Geb acts on N'Doul's turn and uses his actions, bonus actions, and reactions. Whenever Geb takes damage, N'Doul instead takes a quarter as much damage. Any feature that effects N'Doul also effects Geb. Any effects that target Geb affect N'Doul instead, though any attack rolls or saving throws made as part of the effect are still made against Geb. If both N'Doul and Geb are targeted by an effect, only Geb is targeted. Geb can only move up to 4 mile of N'Doul, and moves in parallel with N'Doul when he moves beyond the 4 mile radius.

Exploit Weakness. On a hit with Geb's unarmed strikes, N'Doul 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.

Water Stand. Geb can squeeze through any space.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage and N'Doul may spend 2 spirit points to force the target to make a DC 19 Constitution saving throw. On a failure, the attack scores a critical hit.

Quick Attack. As a bonus action, Geb makes 2 unarmed strikes against one creature that is surprised.

Now, without further ado (1 Spirit Point). All creatures in a 30 ft. radius of Geb must attempt a DC 19 Constitution saving throw. On a failure, they take 8 (1d4 + 6). On a success, they take half as much damage.



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