Yoshikage Kira (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 Rogue Stand User class and Faceless background, and as such does not follow traditional CR.

Yoshikage Kira[edit]

Medium humanoid (human), lawful evil


Armor Class 18 (natural armor)
Hit Points 108 (24d6 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 20 (+5)

Saving Throws Dex +8, Int +10
Skills Deception +19, Intimidation +19, Perception +10, Persuasion +12, Sleight of Hand +8, Stealth +8
Senses passive Perception 20
Languages Japanese, English, Italian, Chinese
Challenge 24 (62,000 XP)


Spirit Points. Kira has 20 spirit point which he may expend. All spirit points are regained at the end of a long rest.

Evasion and Endurance. When Kira is targeted by an area effect that lets him make a Dexterity or Constitution 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 Kira is grappling a creature or being grappled by a creature, his and Killer Queen's attacks automatically hit the creature and deal an additional 6 damage. Kira 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, Kira may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Stand Proud Focus. Kira has a +5 bonus to initiative rolls.

Sneak Attack (1/Turn). Kira deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated.

Cunning Action. Kira can take the dash, disengage, or hide action as a bonus action.

Assassinate. Kira has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit they score against a creature that is surprised is a critical hit.

ACTIONS

Multiattack. Kira, Killer Queen, or Sheer Heart Attack makes two attacks with his unarmed strike.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Summon Stand. As a bonus action, Killer Queen appears anywhere within 5 feet of Kira or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute, Kira and Killer Queen's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, Killer Queen gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Kira if he is in the same space as Killer Queen, and both Kira and Killer Queen may take an action on each of his turns.


Born January 30th, 1966 to an enabling father and an abusive mother, Yoshikage Kira has only ever wanted to live a quiet life. As a child, he consistently preformed well in all aspects of life, but not so well as to garner attention. At 18, he committed his first murder, stabbing an entire family to death in a single night. It was around this same time that Kira discovered his fetish for hands, going on to routinely take them as souvenirs from his victims. While his mother was unaware, the same could not be said for his father, who helped him destroy any evidence that could be traced back to him. A year later, in 1984, Kira awakened his Stand, Killer Queen, with the arrow his father had recently acquired, allowing him to remove all evidence of his murders with ease. Having been elderly when he was born, both of Kira's parents had passed to natural causes by the time he graduated college in 1988.

By the spring of 1999, his murder count had risen to 46. That year, Kira decided to have a picnic with his most recent trophy, or "girlfriend" as he commonly referred to them as, storing the hand in a paper sandwich bag. When this bag was stolen while he wasn't looking, he pursued the thief, one Shigekiyo Yangu. In the pursuit, the bag ripped, forcing Kira to dispose of the child, but not before Shigechi was able to deliver one of Kira's buttons to Josuke Higashikata, who spread the news among his team of expert Stand users. The button ultimately lead Jotaro Kujo and Koichi Hirose to the shop Kira had sent it to for mending, and while Sheer Heart Attack was able to defeat Jotaro, Koichi's newly awakened ACT3 countered him, with the reflected weight causing him to ruin a lunch with his coworkers, forcing him to confront him directly, beating him but in turn being beaten by Jotaro before fleeing at the presence of Josuke's core crew, cutting of his own hand to keep Sheer Heart Attack from pinning him down.


Killer Queen[edit]

Medium elemental (Stand), lawful evil


Armor Class 25 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 16 (+3) 16 (+3) 20 (+5)

Saving Throws Str +8, Dex +10, Con +8, Int +12, Wis +5, Cha +7
Skills Deception +19, Intimidation +19, Perception +10, Persuasion +12, Sleight of Hand +8, Stealth +8
Senses passive Perception 20
Languages Japanese, English, Italian, Chinese
Challenge 24 (62,000 XP)


Manifestation of Will. Killer Queen acts on Kira's turn and uses his actions, bonus actions, and reactions. Whenever Killer Queen takes damage, Kira instead takes half as much damage. Any feature that effects Kira also effects Killer Queen. Any effects that target Killer Queen affect Kira instead, though any attack rolls or saving throws made as part of the effect are still made against Killer Queen. If both Kira and Killer Queen are targeted by an effect, only Killer Queen is targeted. Killer Queen can only move up to 10 ft. of Kira, and moves in parallel with Kira when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Killer Queen, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Killer Queen, and it is no longer invisible to them. Killer Queen can phase through creatures and objects, and Kira shares Killer Queen's senses.

Exploit Weakness. On a hit with Killer Queen's unarmed strikes, Kira may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 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.

S-Tier Durability. Killer Queen has a damage reduction and damage threshold of 2.

Chest Compartment. Killer Queen acan store a Tiny creature or one item within itself. This creature or item is desummoned with Killer Queen and time does not pass for it while it is desummoned.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

Remove Evidence. One non-magical item Kira is holding is reduced to ash.

Primary Bomb: Bomb Transmutation (3 Spirit Points). One creature or object that is Medium or smaller that Killer Queen touches becomes a bomb. A target must succeed a DC 21 Dexterity saving throw to avoid this effect. Killer Queen may only have one bomb transmuted at a time, and transmuting a second bomb causes the first bomb to stop being a bomb.

Detonate. Killer Queen's bomb explodes, forcing every creature within a 10 ft. radius of the bomb to make a DC 21 Dexterity saving throw. On a failure, they take 24 (5d6 + 6) bludgeoning damage. On a success, they take half as much damage. Kira may spend 1 spirit point to double this damage. The bomb automatically fails this saving throw, and if this drops it to 0 hit points, it is killed instantly and reduced to ash alongside any non-magical equipment it was carrying.

Secondary Bomb: Sheer Heart Attack (1 Spirit Point). Sheer Heart Attack appears anywhere within 5 feet of Killer Queen or is unsummoned.

S-Tier Durability (1 Spirit Point). As a bonus action, Killer Queen gains a +2 bonus to its AC, damage reduction, damage threshold, or any saving throws it makes until the beginning of Kira's next turn. Kira may gain an additional effect from this feature for every additional spirit point spent, though he can only gain each effect once, and may spend 2 spirit points when this feature would end to extend its benefits to the beginning of his next turn.

REACTIONS

Retransmutation (1 Spirit Point). When a creature or object touches one of Killer Queen's bombs, Kira may cause that creature or object to become a bomb or have the bomb explode.

As his life crashed down around him, Kira formulated a plan, grabbing hold of a bystander and forcing Aya Tsuji to swap their appearances and fingerprints. While the ghost of Kira's father awakened a number of new Stand users, Kira slotted himself into the Kawajiri household, taking on the name of his victim; Kosaku. While his new wife, Shinobu, liked this new assertive Kosaku, his new son Hayato was suspicious. This suspicion only grew deeper when Hayato discovered a living plant in the attic his "father" had been spending so much time in, and was confirmed when Kira's urges forced him to kill while Hayato was secretly watching him.

Bites the Dust

Confronting Hayato, Kira learned that the whole attack was filmed, as was their current conversation right before Kira snapped his neck. With no more outs and a concerned wife at the door, Kira felt true despair for the first time in his life. Suddenly, his father's arrow came to him, awakening a new ability: Killer Queen Bites the Dust. Wholly fearless now, he used this power to undo Hayato's death and dispatch his pursuers with an unbeatable power. It was only through Hayato's scheming that Kira was forced to undo Bites the Dust to protect himself from Josuke's attack, though even still it took a combined attack from his entire team to stop him from achieving victory anyway, and only by a fluke ambulance accident that he was killed. Confronted by the ghost of his first victim, his soul was torn apart, robbing him of his memories and Stand.

While Kira has Killer Queen Bites the Dust, he gains the effects of Stand Power! and the following actions: Tertiary Bomb: Killer Queen Bites the Dust (10 Spirit Points). Kira places Killer Queen in one creature he touches until he summons Killer Queen or he or the creature dies. Kira shares the target's senses as if it was Killer Queen and they gain its AC.

Bite the Dust. Any creatures touching the creature Killer Queen is within explode as if they were Killer Queen's bombs and time rewinds by 1 hour. Only the creature Killer Queen is within remembers what happened. Creatures who have been killed by Bite the Dust are killed when the same moment occurs unless this feature ends.


Sheer Heart Attack[edit]

Tiny elemental (Stand), lawful evil


Armor Class 25 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 16 (+3) 16 (+3) 20 (+5)

Saving Throws Str +8, Dex +10, Con +8, Int +12, Wis +5, Cha +7
Skills Deception +19, Intimidation +19, Perception +10, Persuasion +12, Sleight of Hand +8, Stealth +8
Senses passive Perception 20
Languages Japanese, English, Italian, Chinese
Challenge 24 (62,000 XP)


Manifestation of Will. Sheer Heart Attack acts on Killer Queen's turn and uses his actions, bonus actions, and reactions. Whenever Sheer Heart Attack takes damage, Killer Queen instead takes half as much damage. Any feature that effects Killer Queen also effects Sheer Heart Attack. Any effects that target Sheer Heart Attack affect Killer Queen instead, though any attack rolls or saving throws made as part of the effect are still made against Sheer Heart Attack. If both Killer Queen and Sheer Heart Attack are targeted by an effect, only Sheer Heart Attack is targeted. Sheer Heart Attack can only move up to 100 ft. of Killer Queen, and moves in parallel with Killer Queen when he moves beyond the 100 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Sheer Heart Attack, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Sheer Heart Attack, and it is no longer invisible to them. Sheer Heart Attack can phase through creatures and objects.

Exploit Weakness. On a hit with Sheer Heart Attack's unarmed strikes, Kira may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 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.

Heat Detection. Sheer Heart Attack can only see heat sources, and is otherwise blinded and deafened.

S-Tier Durability. Killer Queen has a damage reduction of 12 and a damage threshold of 2.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

Detonate (2 Spirit Points). Every creature within a 10 ft. radius of Sheer Heart Attack must attempt a DC 21 Dexterity saving throw. On a failure, they take 24 (5d6 + 6) bludgeoning damage. On a success, they take half as much damage. Kira may spend 1 spirit point to double this damage.

S-Tier Durability (1 Spirit Point). As a bonus action, Sheer Heart Attack gains a +2 bonus to its AC, damage reduction, damage threshold, or any saving throws it makes until the beginning of Kira's next turn. Kira may gain an additional effect from this feature for every additional spirit point spent, though he can only gain each effect once, and may spend 2 spirit points when this feature would end to extend its benefits to the beginning of his next turn.



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