Toyohiro Kanedaichi (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 and Entertainer background, and as such does not follow traditional CR.

Toyohiro Kanedachi[edit]

Medium humanoid (Human), neutral


Armor Class 16 (natural armor)
Hit Points 94 (13d6 + 26)
Speed 30 ft.


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

Saving Throws Dex +7, Cha +6
Skills Acrobatics +7, Deception +6, Performance +6, Religion +9, Sleight of Hand +7
Senses passive Perception 12
Languages Japanese, Chinese, English, French, Spanish
Challenge 13 (10,000 XP)


Spirit Points. Toyohiro has 13 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Evasion. When Toyohiro 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.

Denting Blows. If Toyohiro is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 5 damage. Toyohiro 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, Toyohiro may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Superfly. Toyohiro's Stand covers a 60 ft. radius, 120 ft. tall cylinder area centered on his transmission tower. If there is only 1 creature within this area and they attempt to exit it, they must make a DC 18 Dexterity saving throw as a reaction for 1 spirit point. On a failure, they are petrified until at least one creature is within Superfly's area. On a success, their movement stops immediately before they would leave Superfly's area.

Practiced Reflection. Whenever Toyohiro would deal damage to an object within Superfly's bound location, he may instead move up to 25 feet in a straight line. Alternatively, one creature within a 25-foot line must succeed a DC 18 Dexterity saving throw or take 10 (2d4 + 5) piercing damage and Toyohiro may spend 1 spirit point to force the target to succeed a DC 18 Strength saving throw or become restrained. A creature touching the target may retry this saving throw as an action, ending this effect early on a success.

ACTIONS

Multiattack. Toyohiro makes two attacks with his unarmed strikes or dagger.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

REACTIONS

Reflection. When a creature would deal damage to an object within Superfly's area, the attacker is targeted instead.

ToyohiroCooking.png
[Source]

Toyohiro, if that is his real name, was always a loner. In late 1996, he purchased a decommissioned transmission tower for 100,000 yen and converted it into a self-sufficient home. In time, this intense introversion crystalized into his Stand, Superfly, trapping him in his tower. In 1999, Yoshihiro Kira offered him an easy life outside of his tower if he could trap one of the Stand users pursuing Yoshihiro's son, which Toyohiro accepted, luring Josuke Higashikata, Okuyasu Nijimura, and Mikitaka Hazekura into its borders and using his mastery to attack them from outside of their reach. Throughout the fight, however, he learned that he was still no match for what lies beyond his tower, letting the three go and eventually becoming one of Morioh's many tourist attractions.


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