Terunosuke Miyamoto (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 Entertainer background, and as such does not follow traditional CR.

Terunosuke Miyamoto[edit]

Medium humanoid (Human), chaotic evil


Armor Class 16 (natural armor)
Hit Points 41 (9d6 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Int +6, Wis +5
Skills Acrobatics +6, Intimidation +8, Performance +8, Sleight of Hand +6
Senses passive Perception 11
Languages Japanese, English, Chinese
Challenge 9 (5,000 XP)


Spirit Points. Terunosuke has 9 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Terunosuke is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Terunosuke is grappling a creature or being grappled by a creature, his and Enigma's attacks automatically hit the creature and deal an additional 4 damage. Terunosuke 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, Terunosuke may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Tell Discernment. Terunosuke may succeed an Insight check with a DC equal to the target's passive Deception when he takes the Search action to discover the tell for the fear of a frightened creature he can see.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Summon Stand. As a bonus action, Enigma appears anywhere within 5 feet of Terunosuke or is unsummoned.

Frightful Presence (3 Spirit Points). Each creature of Terunosuke's choice that is within 30 feet and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Terunosuke's Frightful Presence for the next 24 hours.


Nobody knows much about Terunosuke; his age, his history, even if Terunosuke is his real name, only that he has particularly enjoys evoking fear. In 1999, he was one of the people sought out by Yoshihiro Kira's Stand arrow and told to stop anyone looking for Yoshihiro's son. Targeting Koichi Hirose, he easily trapped the boy with his newly acquired Stand, Enigma, as well as Tomoko Higashikata in order to draw out her son, Josuke Higashikata, though it was Yuya Fungami that tracked Koichi's scent back to him. Despite initially sitting out, allowing Terunosuke to get away with both Koichi and Josuke's papers, Yuya was responsible for freeing the two, who beat Terunosuke to a pulp before combining him with his own papers, transforming him into a living book. Koichi donated Terunosuke to the restricted section of the Morioh public library, where rumors of a book filled with meaningless text filled with the voices of the damned quickly spread.


Enigma[edit]

Medium elemental (Stand), chaotic evil


Armor Class 22 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 12 (+1) 22 (+6) 12 (+1) 18 (+4)

Saving Throws Int +10, Wis +5
Skills Acrobatics +10, Intimidation +8, Performance +8, Sleight of Hand +10
Senses passive Perception 11
Languages Japanese, English, Chinese
Challenge 9 (5,000 XP)


Manifestation of Will. Enigma acts on Terunosuke's turn and uses his actions, bonus actions, and reactions. Whenever Enigma takes damage, Terunosuke instead takes half as much damage. Any feature that effects Terunosuke also effects Enigma. Any effects that target Enigma affect Terunosuke instead, though any attack rolls or saving throws made as part of the effect are still made against Enigma. If both Terunosuke and Enigma are targeted by an effect, only Enigma is targeted. Enigma can only move up to 20 ft. of Terunosuke, and moves in parallel with Terunosuke when he moves beyond the 20 ft. radius.

Exploit Weakness. On a hit with Enigma's unarmed strikes, Terunosuke may spend 1 spirit point to decrease the target's AC to a maximum penalty of -4 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: +12 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage.

Paper Transformation (3 Spirit Points). A Huge or smaller object or frightened creature that Terunosuke knows the tell of within 5 feet of Enigma becomes a folded piece of paper. They do not weigh more than the paper itself, and a creature may open the paper to retrieve the object as a bonus action. While an object is a piece of paper, time does not pass for it.

Each piece of paper has 10 hit points and is vulnerable to slashing, fire, and lightning damage. If a piece of paper takes damage, Terunosuke may cause the creature or object inside it to take a proportional amount of damage rather than being feed.

Partial Transformation. While Terunosuke is within 5 feet of Enigma, he becomes a piece of paper, gaining a flying speed equal to his movement speed, becoming Tiny and vulnerable to slashing, fire, and lightning damage, gaining advantage on Dexterity saving throws, and causing attack rolls against him to have disadvantage. This can be done as a bonus action for 1 spirit point.



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