Akira Otoishi (5e Creature)

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Otoishi Akira[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 17 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 18 (+4) 18 (+4) 19 (+4)

Saving Throws Dex +10, Cha +9
Skills Acrobatics +10, Athletics +7, Insight +9, Perception +9, Performance +9, Persuasion +9, Religion +9, Sleight of Hand +10
Senses passive Perception 19
Languages Japanese, English
Challenge 15 (13,000 XP)


Stand Proud Focus. Akira takes 3 less damage from piercing, slashing, and bludgeoning damage. Any Intimidation checks against Akira automatically fail.

Exploit the Armor. When Akira successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Exchange Blows. When Akira takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Chili Pepper can make 1 additional melee attack on each of their turns. He can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during his turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Akira may expend that stack to cause it to deal full critical damage.

Spirit Points. Akira has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Ultra Super Guitarist!! Akira gains 1 stack of Exchange Blows at the beginning of each of his turns for 1 minute.


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[Source]


Red Hot Chili Pepper[edit]

Medium elemental (Stand), chaotic neutral


Armor Class 22 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 27 (+8) 15 (+2) 18 (+4) 18 (+4) 19 (+4)

Saving Throws Dex +13, Cha +9
Skills Acrobatics +13, Athletics +10, Insight +9, Perception +9, Performance +9, Persuasion +9, Religion +9, Sleight of Hand +13
Damage Resistances lightning damage
Senses passive Perception 19
Languages Japanese, English
Challenge 15 (13,000 XP)


Manifestation of Will. Any feature that effects Akira also effects Chili Pepper. Any damage Chili Pepper takes is instead dealt to Akira. Any effect that targets either Chili Pepper or Akira targets both of them. Akira can summon or de-summon Chili Pepper as a bonus action. If Akira becomes unconcious, Chili Pepper instantly de-summons. Chili Pepper and Akira use the same action and bonus action, but moving Chili Pepper uses a free action. Chili Pepper can only move up to 30 ft. of Akira, and moves in parallel with Akira when he moves beyond the 30 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Chili Pepper, 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 Chili Pepper, and it is no longer invisible to them. Chili Pepper can phase through creatures/objects and everything seen by Chili Pepper is also seen by Akira.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) lightning damage.

Electrical Transmission (1 Spirit Point). As a bonus action while touching a metal object, Chili Pepper instantly teleports to another location that is connected by metal. If it does so while grappling another creature, which can only be done if the are Medium or smaller, they take 1 lightning damage per foot traveled.

I'll vaporize you using just my pinky (2 Spirit Points). Every creature in a 60 ft. line must attempt a DC 21 Dexterity saving throw, taking 28 (8d6) lightning damage on a failure, or half as much on a success.

Super-Charge. Akira expends a number of stacks of Exchange Blows to make an equal number of Unarmed Strike attacks.


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[Source]
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