Straits, Vampiric (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 Hamon Warrior class and Hermit background, and as such does not follow traditional CR.

Straits[edit]

Medium undead (Human), lawful neutral


Armor Class 20 (natural armor)
Hit Points 197 (7d10 + 13d8 + 100)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 20 (+5) 12 (+1) 12 (+1) 9 (-1)

Saving Throws Dex +10, Cha +5
Skills Acrobatics +10, Insight +7, Medicine +7, Nature +7, Religion +7
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 11
Languages
Challenge 20 (25,000 XP)


Spirit Points. Straits has 7 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Brainstorm. When Straits is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of Straits' head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Straits may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Straits does not age or need to sleep, and he counts as one size larger for the sake of how much he can push, pull, or lift.

Hamon. Straits has 5 Hamon points which he can expend. All expended Hamon points are regained at the end of a long rest. If a creature is Undead, they take 3 (1d6) radiant damage for every Hamon point they have at the end of each of their turns, including Straits.

Hamon Defense. While Straits has at least 1 Hamon point, he gains a +2 bonus to his melee attack and damage rolls and his AC, his jump distances are doubled, his unarmed strikes deal radiant damage, he is immune to the incapacitated condition, he can speak while paralyzed or petrified, and he remains aware of his surroundings while petrified. When he drops to 0 hit points while he has at least 1 Hamon point, he becomes paralyzed instead of unconscious, but he can not spend Hamon points until he regains at least 1 hit point.

Advanced Technique. When Straits uses a Technique as an action, he may spend additional Hamon points equal to half its cost, to a minimum total cost of 2 and a maximum total cost of 8, to use it as a bonus action.

Brawn. When Straits is targeted by an area effect that lets him make a Strength 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.

Imbued Body. Straits' maximum age is 125 and he has advantage on saving throws against gaining exhaustion from sources that are not creatures. When he completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 2 Hamon points, he may take the dash action and disengage action.

ACTIONS

Multiattack. Straits makes two attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Space Ripper Stingy Eyes (1 Spirit Point). Every creature in a 60 ft. line must attempt a DC 16 Dexterity saving throw, taking 16 (5d6 + 1) piercing damage on a failure. This counts as a critical failure on a roll of 1-2.

Hypnotize (2 Spirit Points). One creature within 30 feet must attempt a DC 15 Charisma saving throw. On a failure, they are charmed for 1 minute or until they take any radiant damage.

Bloodlust (1 Spirit Point). Straits gains 21 temporary hit points , he is resistant to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, is bloodlusted, regains 14 (2d6 + 7) hit points at the end of each of his turns that he has at least 1 hit point and has not taken radiant damage since the beginning of his previous turn, and he gains the following actions for 1 hour or until he isn't bloodlusted.

Blood Drain (1 Spirit Point). As a bonus action, Straits gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he dealt unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When he reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Straits.
Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Straits's reach that is not an elemental, construct, or undead is killed instantly and Straits regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfills his daily requirement of food and water.

Hamon Breathing. Straits regains 1 Hamon point. This can be used as a bonus action.

Satiporoja Beetle Scarf (1 Hamon Point). Straits' scarf gains 1 Hamon point to a maximum of 6.

Scarf Flourish. As a bonus action, or as a reaction for 2 Hamon points or 1 spirit point when Straits would be hit by a melee attack, every creature within a 10 ft. radius must attempt a DC 19 Dexterity saving throw. On a failure, they take 2 (1d4) radiant damage for every stored Hamon point. On a success, they take half as much damage. If a creature targets Straits with a Hamon Technique before the end of his next turn after using this action, the effect fails and the scarf gains a number of stored Hamon points equal to the Technique's cost.

Sendo Hamon Overdrive (1). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) radiant damage. This attack ignores cover.

Zoom Punch (1 Hamon Point). As a bonus action, Straits gains 10 additional feet of reach until the end of their next turn.

Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) radiant damage. Straits may move up to 20 ft. in a straight line as part of this action.

Hamon Detector (1 Hamon Point). Straits becomes aware of the location of any creatures within 30 feet of him for 1 minute or until he loses concentration.

Hamon Healing (2 Hamon Points). One creature within 5 feet of Straits regains 9 (1d8 + 5) hit points unless they are a construct, elemental, or undead.

Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Straits may make 2 additional unarmed strikes the next time he takes the Attack action, but all his attacks must be against the same target.

Forced Hamon Breathing. Straits must attempt a DC 25 Dexterity saving throw. On a success, one creature within 5 feet gains a Hamon point maximum of 1 and one technique of their choice. If they later gain levels in the Hamon Warrior class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively.

One Liner. Straits either rids himself of 1 condition or gains advantage on his next attack before the beginning of his next turn.

REACTIONS

Metal Silver Overdrive (1). When Straits is targeted by a melee attack that does not have advantage, he makes an unarmed strike against the attacker. He may spend an additional Hamon point to reduce the damage of the attack by his unarmed strike's damage roll.

Straits.png
Source [1]

When Straits murdered the Speedwagon Foundation forces investigating the strange shrine in Mexico, only a small amount of their blood activated his stone mask. What was left slowly trickled to the center of the complex to a mysterious figure frozen in time for what looked like hundreds of years. Innately understanding that this being was the step on the food chain above even vampires, he fled to New York. With his vampirism disallowing most of his usage of Hamon, he knew that humanity's only hope would be in a Hamon prodigy; Joseph Joestar, grandson of Jonathan Joestar. Testing the boy in a one-on-one fight to the death, Straits found himself satisfied with the boy's talent, using his own Hamon to end his life in his prime while warning him of the impending threat.


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