Tompetty (JJBA Supplement)
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Ngapoi Ngawang Tompetty[edit]
Medium humanoid (Human), neutral good Armor Class 17 (natural armor)
Saving Throws Dex +7, Cha +7 Hamon. Tompetty has 6 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. Hamon Defense. While Tompetty 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 Tompetty 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. Evasion. When Tompetty is targeted by an area effect that lets him make a Dexterity 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. Tompetty's 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. Perfect Master. Tompetty has advantage on saving throws to resist being blinded, stunned, or poisoned. ACTIONSMultiattack. Tompetty makes two attacks with his unarmed strikes, makes an unarmed strike and an action that costs Hamon points, or uses two actions that cost Hamon points. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Hamon Breathing. Tompetty regains 2 (1d4) Hamon point. This can be used as a bonus action, but he only regains 1 Hamon point if he does so. Hamon Detector (1 Hamon Point). Tompetty 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 Tompetty regains 9 (1d8 + 5) hit points unless they are a construct, elemental, or undead. Hamon Afterimages (1 Hamon Point). Until the end of his next turn, Tompetty gains a +1 bonus to his AC and a +3 bonus to any saving throws he makes, and he ignores difficult terrain. Ripple Hypnosis (2 Hamon Points). One creature within 5 feet of Tompetty must attempt a Charisma saving throw. On a failure, they either lose the blinded, charmed, deafened, or frightened condition, gain one of said conditions for 1 minute, or instantly fall unconscious for 1 minute if their CR or level is 6 or lower. A creature that gained a condition may retry this saving throw at the end of each of their turns, ending the effect early on a success. Indigo Blue Overdrive (3 Hamon Points). All creatures in a 15 foot radius must attempt a DC 17 Dexterity saving throw. On a failure, they take 16 (3d6 + 5) radiant damage. On a success, they take half as much damage. Silent Ripple (3 Hamon Points). For 1 minute with concentration, Tompetty gains advantage on Stealth checks, and he do not produce any sound, scent, or sensation of touch he does not wish to. Hermit Purple Overdrive (3 Hamon Points). For 1 minute with concentration, when Tompetty is hit by a melee attack, he may make an unarmed strike against the attacker that deals radiant damage. Thousand-Color Overdrive (6 Hamon Points). All creatures in a 15 foot radius must attempt a DC 19 Dexterity saving throw. On a failure, they take 16 (3d6 + 5) radiant damage. On a success, they take half as much damage. Additionally, the edge of the radius this Technique targets counts as full cover that lasts as long as Tompetty does not move or use any actions, bonus actions, or reactions. Golden Monk Overdrive (6 Hamon Points). One creature within 5 feet can't be surprised and has advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against the target, until the end of Tompetty's next turn. Forced Hamon Breathing. Tompetty 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.
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The grandmaster who trained Dire, Straits, and William Zeppeli, among many others, Ngapoi Ngawang Tompetty is a master of Hamon to the greatest degree. His aged appearance is only the echoes of the decades he has lived thanks to his mastery of Hamon. While his body has withered despite his training, his mind and mastery has not. His single greatest technique allows him to focus Hamon inside his body for a great amount of time, eventually manifesting in a blue glow around his body. This wealth of energy allows his precognition to extend across a creature's entire lifetime with only a grab of their hand. |
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