Wamuu (JJBA Supplement)
From D&D Wiki
Wamuu[edit]
Medium undead, neutral evil Armor Class 26
Saving Throws Str +16, Dex +13, Con +13, Cha +8 Spirit Points. Wamuu has 30 spirit points which he may expend. All spirit points are regained at the end of a long rest. Sunlight Hypersensitivity. If an amount of skin equal to the surface of Sanana's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Wamuu may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Wamuu does not age or need to sleep, and he counts as one size larger for the sake of how much you can push, pull, or lift. Enhanced Flesh Detection. Wamuu, he automatically learns the alignment of any creatures within 30 feet of him, even if he isn't aware of their presence, so long as they produce a scent. Pillar Speed. Wamuu can take the disengage action as a bonus action. He may spend 1 spirit point to take the disengage or dash action as a free action. Brainstorm. When Wamuu is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, Wamuu may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success. Endurance. If Wamuu is subjected to an effect that allows him to make a Constitution saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Do or Die. At will on his turn for 2 spirit points or at any time for 5 spirit points, Wamuu may immediately take an action. Hyper-Intellect. Wamuu learns to speak any language he has heard for at least 10 minutes and can become proficient in any weapon he holds for 5 minutes. Rib Blades (1 Spirit Point). At the end of each of his turns, Wamuu may spend 1 spirit point to make a Pillar Claws attack using his ribs even if you are incapacitated, but not unconscious. Malleable Body. Wamuu may squeeze through gaps as small as 2 inches. Regeneration. When Wamuu is brought down to 0 hit points, he may spend 1 spirit point to instead drop to 1 hit point. If he would be killed by the hit, he must spend 1 additional spirit points to do so and is incapacitated until the end of his next turn. You may spend 1 additional spirit point to regain an additional 36 (2d6 + 29) hit points when he does so. If Wamuu loses any body parts, but they are still intact and within reach, he can spend 1 spirit point as a free action to reattach it. ACTIONSMultiattack. Wamuu makes three Pillar Claws attacks. Pillar Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage. Extend Claws (1 Spirit Point). As a bonus action, the reach of Wamuu's Pillar Claws increases by 5 feet for 1 minute. Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically take 12 (2d4 + 7) bludgeoning damage at the end of each of Wamuu's turns. Path of Destruction (1 Spirit Point). As a bonus action, Wamuu may make an attack against any creature whose space he moves into until the beginning of his next turn. Wamuu may only target each creature once each time he uses this feature. Pillarize. Wamuu becomes petrified and immune to all damage for at least 1 minute, after which he can end this effect at will. Wamuu automatically benefits from this feature if he becomes petrified, and this effect automatically ends if he is no longer petrified. Meat Invade (3 Spirit Points). One creature Wamuu is grappling that is not a construct or elemental must attempt a DC 20 Strength saving throw. On a failure, the creature becomes paralyzed and Wamuu enters their body for 1 minute or until they drop to 0 hit points, causing the creature to follow any movements Wamuu makes and causing any effects that target Wamuu to target the creature as well. The target may retry this saving throw at the end of each of their turns, not being paralyzed or forced to follow Wamuu's movements until the end of their next turn on a success. On a critical success, this effect ends early. Flesh Reconstruction (1 Spirit Point). Wamuu treats his unarmed strikes as any weapon he is proficient in. Ranged weapons created in this way still require ammunition. This is the honor I give you before you die! As a bonus action, Wamuu spends any amount of spirit points, reducing any damage he takes by twice as much until the end of his next turn. Wind Mode (1 Spirit Point). As a bonus action, Wamuu gains 87 temporary hit points, gains resistance to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, regains 36 (2d6 + 29) hit points at the end of each of his turns that he has at least 1 hit point and has not taken radiant damage since the beginning of his previous turns, any creature that comes within 5 feet of you must succeed a DC 20 Dexterity saving throw or be targeted by an unarmed strike once per turn, and he gains the following actions for 1 hour or until he is knocked unconscious:
|
From a long forgotten clan of warriors, the pillar clan, Wamuu is one of their finest. Saved as a baby from and by his masters, he is in loyal service to his superiors, Kars and Esidisi, whom he serves in his one true cause: to seek out the Red Stone of Aja for his masters so that they may become the Ultimate Life Form. However, Wamuu is incredibly noble compared to the other Pillar Men. He has incredible respect for other warriors, and those who fight valiantly are remembered and honored in his memory. He never turns down an opportunity to witness warriors flourish where he can and have a fight that truly tests his mettle. As of 1938, Esidisi, Kars, and Wamuu were sealed within the Roman Colosseum before being awakened by a group of Nazi soldiers attempting to destroy them before they could awaken. Instead, Wamuu slaughtered the entire platoon, using their blood to dim the UV lights keeping them at bay, leaving only two survivors: Joseph and Caesar, two powerful Hamon users. Despite their talent, Wamuu was strong enough to handle the both of them with ease, though Joseph's bluff of potentially offering a good fight in a month after training earned them some time, ensured by Wamuu and Esidisi's wedding rings of death. After searching for the Red Stone in Greece, Wamuu returned to Switzerland, where Kars informed him of Esidisi's passing after he sent the stone to them. When Caesar and his personal trainer Messina attacked the abandoned hotel they had nested in during broad daylight, Wamuu used his Wind Suit to cut off Mesinna's arm and drag him into the lair in order to lure Caesar in. While Caesar fought valiantly, he was no match for Wamuu, even with his training. With his last breath, Caesar stole Wamuu's antidote and left it, along with the last of his Hamon, for Joseph to find, a last request Wamuu respected in honor of the fallen warrior. When Joseph and Lisa Lisa successfully bluffed regarding a supposed bomb strapped to the Aja that, without being rearmed or disarmed, would leave it unable to grant the Pillar Men's wish, Kars and Wamuu compromised to a set of one-on-one duels. While Wamuu was nearly able to kill Joseph in their match, a chariot race lead by vampiric horses, Joseph was able to push him to the very brink, with his own Final Mode: Atmospheric Rift destroying him from the inside out. In the end, Wamuu was thankful that he could meet a warrior like Caesar and Joseph before he died. |
Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting)