Walken (JJBA Supplement)
Walken[edit]
Medium humanoid, lawful evil Armor Class 17 (natural armor)
Saving Throws Con +8, Int +10 Spirit Points. Walken has 9 spirit points which he may expend. He regains all spirit points at the end of a long rest. Brainstorm. When Walken is targeted by a feature 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. Psychic Instinct. Walken is aware of the alignment of any creatures he can see. Superhuman Durability. When Walken is reduced to 0 hit points, he is paralyzed instead of incapacitated. Walken may spend 3 spirit point while paralyzed in this manner to return to 12 (2d6 + 5) hit points. Evasion. When Walken 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. ACTIONSMultiattack. Walken makes 3 attacks with his unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Psychic Vision. Walken learns the current state of one creature he has seen in person on the same plane as him including any conditions affecting them, any hit points and resources they have, and any other major relevant information, as well as seeing everything within 30 feet of them. He may spend 1 spirit point to use this action as a bonus action. Precognition (1 Spirit Point). For 1 hour (concentration), whenever Walken rolls 1d20, he may add 2 (1d4) to the roll's result, and he can not be surprised. Psychic Liquification (2 Spirit Points). Any creatures in a 10 ft. radius of Walken must make a DC 18 Strength saving throw. On a failure, they take 16 (3d6 + 5) acid damage and are pushed back 10 ft. and knocked prone. On a success, they take half as much damage. Until the end of your next turn, if a creature enters this range they must succeed a DC 18 Dexterity saving throw with the same effect, ranged attacks that must pass within the sphere automatically fail, and Walken gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This can be used as a reaction to being targeted by an attack for 1 additional spirit point. Molecular Vacuum Wave (2 Spirit Points). One creature within 60 ft. on Walken that he can see must attempt a DC 18 Dexterity saving throw. On a failure, they take 23 (5d6 + 5) acid damage and are pushed back 20 ft. and knocked prone. On a success, they take half as much damage and are moved half as far. Molecular Seismic Wave (2 Spirit Points). Walken temporarily liquifies up to a 10 ft. radius area of a non-magical object within 30 feet of you. Any creatures touching this object must attempt a DC 18 Dexterity saving throw. On a failure, they take 12 (2d6 + 5) acid damage and are restrained if the liquified area is larger than the area covered by their size category. They may attempt a Strength saving throw as an action, ending this effect early on a success. If the liquified area covers the entire object, it is instantly destroyed.
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Walken was the chief enforcer of the Dress Organization, using the immense psychic power they awakened in him to destroy anyone who would leak anything regarding the shadowy group. Following Dordo's failure and execution by Walken's hand, he was finally granted his long-standing wish of fighting the Baoh parasite in a strong host; Ikuro Hashizawa tearing through Dress's main laboratory not only to destroy everything his captors had built, but to save Sumire, whom Dordo has captured. While Baoh was able to defeat Walken temporarily, he also destroyed his psychic restraints, causing Walken to begin rampaging through the facility, inducing an earthquake. In the end, Walken and Dr. Kusinome, head scientist of Dress, would be killed by Ikuro and all three of them would be buried beneath the ocean. |
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