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Noriaki Kakyoin (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 Cloistered Scholar background, and as such does not follow traditional CR.

Noriaki Kakyoin[edit]

Medium humanoid (Human), neutral good


Armor Class 19 (natural armor)
Hit Points 99 (18d6 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 18 (+4)

Saving Throws Dex +9, Int +8
Skills Acrobatics +9, Arcana +8, History +8, Investigation +8
Senses passive Perception 10
Languages English, Japanese, Arabic
Challenge 18 (20,000 XP)


Spirit Points. Kakyoin has 18 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Kakyoin 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 Kakyoin is grappling a creature or being grappled by a creature, his and Hierophant Green's attacks automatically hit the creature and deal an additional 6 damage. Kakyoin 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, Kakyoin may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Stand Proud Focus. Kakyoin has a +3 bonus to initiative rolls.

ACTIONS

Multiattack. Kakyoin or Hierophant Green makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, Hierophant Green appears anywhere within 5 feet of Kakyoin or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Kakyoin and Hierophant Green'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, and both Kakyoin and Hierophant Green may take an action on each of his turns.


Kakyoin was born a Stand user in Japan, 1970. Due to the rarity of Stand users, he had difficulty identifying with others, including his own family, causing him to become withdrawn. In August of 1988, on a family trip to Cario, Egypt, he was suddenly confronted by a man who called himself DIO, who revealed his own Stand, luring Kakyoin in with promises of friendship before stabbing a flesh bud into his brain and turning him into one of his many assassins. Returning home, he stalked Jotaro Kujo, one of his classmates, on behalf of DIO, who knew better than to underestimate the Joestars. Attacking the boy in the nurse's office, severely injuring the nurse in the process, he was beaten to a pulp by Jotaro's newly awakened Star Platinum. At the Kujo household, his flesh bud was removed with Star Platinum's precision and Joseph Joestar's Hamon, where he revealed everything he knew about DIO, including his meeting place which confirmed Cairo as DIO's main base of operation. When Holly, Jotaro's mother and Joseph's daughter, collapsed, Kakyoin felt that he could not turn back to the withdrawn boy he was, joining the others to take down DIO alongside the Joestars and Abdul, and later Polnareff and Iggy. After being severely wounded by N'Doul, he met back up with the crusaders at the steps of DIO's mansion, where he and the Joestars would be separated from the group, though they would meet back up with Polnareff, the lone survivor of the other half of their group. When DIO appeared, the group realized how dangerous fighting him on his turf would be, instead fleeing into Cairo's streets as the sun set. Luring DIO into his 20-Meter Emerald Splash, Kakyoin was certain he could figure out DIO's ability, only for his Stand to suddenly appear in front of him, its fist in his chest and every strand of his Stand broken simultaneously. As he bled out in a broken water tank, he finally put it together; The World can stop time. Using the last of his strength, he sent one last Emerald Splash into the face of a nearby clocktower, begging Joseph to understand his final message.

Hierophant Green[edit]

Medium elemental (Stand), neutral good


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 24 (+7) 14 (+2) 14 (+2) 18 (+4) 18 (+4)

Saving Throws Dex +14, Int +9
Skills Acrobatics +14, Arcana +9, History +9, Investigation +9
Senses passive Perception 14
Languages English, Japanese, Arabic
Challenge 22 (41,000 XP)


Manifestation of Will. Hierophant Green acts on Kakyoin's turn and uses his actions, bonus actions, and reactions. Whenever Hierophant Green takes damage, Kakyoin instead takes half as much damage. Any feature that effects Kakyoin also effects Hierophant Green. Any effects that target Hierophant Green affect Kakyoin instead, though any attack rolls or saving throws made as part of the effect are still made against Hierophant Green. If both Kakyoin and Hierophant Green are targeted by an effect, only Hierophant Green is targeted. Hierophant Green can only move up to 60 ft. of Kakyoin, and moves in parallel with Kakyoin when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Hierophant Green, 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 Hierophant Green, and it is no longer invisible to them. Hierophant Green can phase through creatures and objects, and Kakyoin share Hierophant Green's senses.

Exploit Weakness. On a hit with Hierophant Green's unarmed strikes, Kakyoin 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.

Coiled Body. While Hierophant Green is not within 15 feet of Kakyoin, it deals half as much damage with its unarmed strikes and creatures have advantage on any saving throws it causes. While grappling a creature, Hierophant Green does not gain the grappled condition and the creature remains grappled so long as they are within 60 feet of Kakyoin.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Emerald Splash (1 Spirit Point). One creature within 60 ft. of Hierophant Green must attempt a DC 21 Dexterity saving throw. On failure, they take 22 (5d6 + 4) bludgeoning or piercing damage. On a success, they take half as much damage.

Wide Emerald Splash (2 Spirit Point). Every creature in a 60 ft. cone must attempt a DC 21 Dexterity saving throw. On failure, they take 22 (5d6 + 4) bludgeoning or piercing damage. On a success, they take half as much damage. On a success, they take half as much damage.

Hierophant Barrier (2 Spirit Points). Hierophant Green becomes a 60 ft. radius net centered on Kakyoin for 1 hour. Kakyoin is aware of anything that happens within this radius and Hierophant Green is not affected by the penalties of Coiled Body while within this radius. Kakyoin may spend 1 additional spirit point when you use this feature to turn the net into difficult terrain or cause it to be invisible for creatures without this feature.

20-Meter Emerald Splash (1 Spirit Point). While Hierophant Barrier is active, Kakyoin may cover the entire web with emeralds until Hierophant Barrier ends. As a reaction when a creature moves at least 10 feet or takes an action while this is active, Hierophant Green may immediately target them with an Emerald Splash and may spend 1 spirit point to regain Kakyoin's reaction.

Marionette Control (3 Spirit Points). One creature Hierophant Green is grappling must attempt a DC 21 Constitution saving throw. On a failure, the creature becomes paralyzed and Hierophant Green possesses them, causing the creature to follow any movements it makes and causing any effects that target Hierophant Green to target the creature as well. Kakyoin may end this effect as a bonus action, and may deal Emerald Splash's damage to the target automatically when this effect ends. The target may attempt a DC 21 Constitution saving throw at the end of each of their turns, ending this effect early on a success.



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