Oyecomova (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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Oyecomova[edit]

Medium humanoid (Human), lawful neutral


Armor Class 12
Hit Points 13 (3d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)

Saving Throws Int +2
Skills Animal Handling +3, Intimidation +3, Medicine +3, Perception +3, Performance +3
Senses passive Perception 13
Languages English, Spanish, Japanese, Italian
Challenge 3 (700 XP)


Stand Proud Focus. The Stand user 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 Boku no Rhythm wo Kiitekure user 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 Boku no Rhythm wo Kiitekure user 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.

Spirit Points. The Stand user has 3 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

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


Boku_no_Rhythm_wo_Kiitekure_Infobox_Manga.png
[Source]

Stand[edit]

Medium elemental (Stand), any alignment


Armor Class 12 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 11 (+0) 12 (+1) 12 (+1)

Saving Throws Int +2
Skills Animal Handling +3, Intimidation +3, Medicine +3, Perception +3, Performance +3
Senses passive Perception 13
Languages English, Spanish, Japanese, Italian
Challenge 3 (700 XP)


Manifestation of Will. Any feature that effects Boku no Rhythm wo Kiitekure user also effects Boku no Rhythm wo Kiitekure. Any damage Boku no Rhythm wo Kiitekure takes is instead dealt to Boku no Rhythm wo Kiitekure user. Any effect that targets either Boku no Rhythm wo Kiitekure or Boku no Rhythm wo Kiitekure user targets both of them. The Stand user can summon or de-summon Boku no Rhythm wo Kiitekure as a bonus action. If Boku no Rhythm wo Kiitekure user becomes unconscious, Boku no Rhythm wo Kiitekure instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving Boku no Rhythm wo Kiitekure uses a free action. The Stand can only move up to 15 ft. of Boku no Rhythm wo Kiitekure user, and moves in parallel with Boku no Rhythm wo Kiitekure user when they move beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Boku no Rhythm wo Kiitekure, 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 Boku no Rhythm wo Kiitekure, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by Boku no Rhythm wo Kiitekure is also seen by the user.

ACTIONS

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

Contact Bomb. Boku no Rhythm wo Kiitekure places 1d4 bombs on objects, liquids, or gasses (including air) that it can touch. If a creature touches it, all creatures within a 10 ft. radius, or 20 ft. radius for 2 spirit points, of a detonated bomb must succeed a DC 14 Dexterity saving throw, taking 17 (2d10 + 6) force damage on a failure, or half as much damage on a success. Boku no Rhythm wo Kiitekure and Oyecomova are not effected by these explosions if they know where they are. This may be done any number of times.

REACTIONS

Reaction Bomb (1 Spirit Point). When a creature makes a melee attack against Oyecomova or Boku no Rhythm wo Kiitekura, they become a Contact Bomb that is instantly detonated.


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