Okuyasu Nijimura (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 Athlete background, and as such does not follow traditional CR.

Okuyasu Nijimura[edit]

Medium humanoid (Human), chaotic good


Armor Class 22 (natural armor)
Hit Points 165 (22d6 + 88)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 16 (+3)

Saving Throws Str +12, Con +11
Skills Acrobatics +8, Animal Handling +7, Athletics +12, Intimidation +10, Nature +6
Senses passive Perception 10
Languages Japanese
Challenge 22 (41,000 XP)


Spirit Points. Okuyasu has 22 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Okuyasu 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 Okuyasu is grappling a creature or being grappled by a creature, his and The Hand's attacks automatically hit the creature and deal an additional 7 damage. Okuyasu 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, Okuyasu may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

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

ACTIONS

Multiattack. Okuyasu or The Hand makes two attacks with their unarmed strike. Okuyasu may spend 1 spirit point to replace any of these attacks with The Hand's Swipe action.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Summon Stand. As a bonus action, The Hand appears anywhere within 5 feet of Okuyasu or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute, Okuyasu and The Hand'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, The Hand gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Okuyasu if he is in the same space as The Hand, and both Okuyasu and The Hand may take an action on each of his turns.


Okuyasu_Nijimura_Infobox_Manga.png
[Source]

The youngest of Mansaku Nijimura's two children, Okuyasu was born in 1983 into relative prosperity that suddenly ended when the economic bubble burst and his mother died. Resources at home became tight, and Okuyasu and Keicho were frequently beaten by their father until they were suddenly just as well off as before. If wouldn't be until 1989, when their father transformed into a disgusting monster before their very eyes, that they would learn how; that he had become a minion of DIO, creating Stand users in Japan and monitoring the Joestar family, with his loyalty ensured by one of DIO's fleshbuds. After 9 years of delinquency, their father's suffering became too much for the brothers, so Keicho devised a plan: there was no way to harm Mansaku in any way that mattered, any injury would heal almost immediately, but they arrow presented infinite possibilities if they could find the right user. Awakening their own Stands, though not using The Hand as they couldn't be sure if it truly destroyed matter or simply put it elsewhere, Keicho set out to awaken the Stands of at least 6 individuals while Okuyasu guarded their base of operations, a duty which he would fail when Josuke Higashikata stormed their home in order to rescue Koichi Hirose, a friend dying from his wounds from the Stand arrow. After seeing how kindhearted Josuke was, Okuyasu began to doubt his brother's plan, but this was cut short when Red Hot Chili Pepper, a Stand awakened by Keicho, suddenly appeared and murdered Okuyasu's brother in order to steal the bow and arrow. After defeating Chili Pepper, Okuyasu found himself with more avenues to find more Stand users that didn't require killing innocent people, and that his father's emotional distress had relatively subsided, so he joined Josuke to make their hometown safe from the threats that lingered within it.

The Hand[edit]

Medium elemental (Stand), chaotic good


Armor Class 25 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 24 (+7) 8 (-1) 10 (+0) 16 (+3)

Saving Throws Str +15, Con +14
Skills Acrobatics +8, Animal Handling +7, Athletics +15, Intimidation +10, Nature +6
Senses passive Perception 10
Languages Japanese
Challenge 22 (41,000 XP)


Manifestation of Will. The Hand acts on Okuyasu's turn and uses his actions, bonus actions, and reactions. Whenever The Hand takes damage, Okuyasu instead takes half as much damage. Any feature that effects Okuyasu also effects The Hand. Any effects that target The Hand affect Okuyasu instead, though any attack rolls or saving throws made as part of the effect are still made against The Hand. If both Okuyasu and The Hand are targeted by an effect, only The Hand is targeted. The Hand can only move up to 5 ft. of Okuyasu, and moves in parallel with Okuyasu when he moves beyond the 5 ft. radius.

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

Exploit Weakness. On a hit with The Hand's unarmed strikes, Okuyasu 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (1d6 + 8 x 2) bludgeoning damage.

Swipe (1 Spirit Point). One creature within 5 ft. of The Hand must make a DC 24 Dexterity saving throw. On a failure, they take 38 (3d6 + 8 x 2) force damage that ignores damage threshold and reduction. Creatures reduced to 0 hit points by this feature are killed instantly. If this deals no damage, The Hand may pull itself and Okuyasu up to 15 ft. in the direction this feature was used in, or pull a target up to 30 ft. from The Hand up to 15 ft. toward it. If there is an object or creature between the moving creature and their destination, the moving creature must attempt a DC 24 Wisdom saving throw. On a failure, they and the creature or object take 11 (1d6 + 8) bludgeoning damage. On a success, they take half as much damage.

REACTIONS

Reactive Swipe (1 Spirit Point). When Okuyasu or The Hand is targeted by a ranged attack, the damage the attack deals is reduced by 38 (3d6 + 8 x 2).



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