Tamami Kobayashi (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 Criminal background, and as such does not follow traditional CR.

Tamami Kobayashi[edit]

Medium humanoid (Human), neutral evil


Armor Class 16 (natural armor)
Hit Points 77 (14d6 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 10 (+0) 22 (+6) 22 (+6)

Saving Throws Con +7, Int +5
Skills Athletics +5, Deception +11, Intimidation +11, Stealth +6
Senses passive Perception 16
Languages English
Challenge 14 (11,500 XP)


Spirit Points. Tamami has 14 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Tamami is targeted by an area effect that lets him make an 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 Tamami is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 5 damage. Tamami 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, Tamami may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Bully. Tamami's attacks have advantage on attack rolls against targets with a size category lower than his own.

ACTIONS

Multiattack. Tamami makes two attacks with his unarmed strike.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Enhance Doubt (1 Spirit Point). One creature with The Lock latched to themself must make a DC 14 Insight check. On a failure, they feel guilt and Tamami may use Summon Stand on them once without spending spirit points. Tamami may use this once at will when he knows the target is lying to him.

Crushing Guilt (1 Spirit Point). Any creature who has The Lock latched to their heart takes one action of Tamami's choice. This does not affect if they can take an action on their next turn, and they lose any exhaustion from Summon Stand while they are taking this action. If The Lock has latched onto their heart at least 4 times, this does not cost spirit points.

REACTIONS

Summon Stand (1 Spirit Point). When a creature within 60 feet of Tamami feels guilt, he latches The Lock on their heart, granting them 1 level of exhaustion, causing any damage they deal to Tamami to be dealt to themself instead, and allowing Tamami to know whenever they are lying for 1 minute with concentration. Tamami may have this feature active up to 5 times at any given moment, and all instances end if you become unconscious.

A creature that the target can hear can attempt a DC 14 Persuasion check as an action. On a success, they lose 1 instance of this feature as their guilt is overridden.

Tamami is a natural scumbag born 1979. In spring of 1999, he was pierced by Keicho Nijimura's Stand arrow, awakening his own Stand; The Lock. With its power, the efficacy of his scams grew tenfold, particularly against the students of his former school. In one such attempt against Koichi Hirose, his second encounter with a Stand user, he nearly pulled off a con for 7000 yen, only to be stopped by Josuke and Okuyasu. To prideful to give up, especially against such a timid boy, he entrapped Koichi's mother and sister with his Stand looking to take the family for all it was worth, but his plan backfired, instead awakening the first ACT of Koichi's Stand, which he used to destroy the last of Tamami's malevolent pride. In the end, Tamami stopped conning, even acting as Koichi's lackey from time to time.


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