Anjuro Katagiri (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 class was created as part of the Player Equivalent CR variant rule using the Stand User Variant (5e Class) class, and Stand User (5e Background) background, and as such is not follow traditional CR.

Anjuro Katagiri[edit]

Medium humanoid (human), neutral

Armor Class 13
Hit Points 82 (11d8 + 33)
Speed 30 ft.

18 (+4) 16 (+3) 16 (+3) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Dex +8, Wis +10
Skills Acrobatics +8, Athletics +9, Intimidation +9, Investigation +8, Insight +10, Perception +10, Stealth +8
Senses passive Perception Expression error: Unexpected number.
Languages Japanese
Challenge 13 (10,000 XP)

Stand Proud Focus. Anjuro takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Anjuro 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 Anjuro takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Aqua Necklace 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, Anjuro may expend that stack to cause it to deal full critical damage.

Blind. Anjuro can not see beyond his blindsight, which is sourced from his hearing. He can not see things that make no noise, and things making overpoweringly loud noises force you to be unable to see any other objects or creatures.

Spirit Points. Anjuro has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) bludgeoning damage.


Aqua Necklace[edit]

Medium elemental (Stand), neutral

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

18 (+4) 23 (+6) 16 (+3) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Dex +11, Wis +10
Skills Acrobatics +11, Animal Handling +10, Arcana +8, Athletics +9, History +8, Intimidation +9, Investigation +8, Insight +10, Nature +8, Religion +8, Stealth +11, Survival +10
Damage Resistances All except fire damage.
Senses passive Perception 15
Languages English, Japanese, Arabic
Challenge 13 (10,000 XP)

Manifestation of Will. Any feature that effects Anjuro also effects Aqua Necklace. Any damage Aqua Necklace takes is instead dealt to Anjuro. Any effect that targets either Aqua Necklace or Anjuro targets both of them. Anjuro can summon or de-summon Aqua Necklace as a bonus action. If Anjuro becomes unconcious, Aqua Necklace instantly de-summons. Aqua Necklace and Anjuro use the same action and bonus action, but moving Aqua Necklace uses a free action. Aqua Necklace can only move up to 120 ft. of the Stand user, and moves in parallel with Anjuro when he moves beyond the 180 ft. radius.


Unarmed Strike. +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) slashing damage. Anjuro may spend 1 spirit point to force the target to attempt a DC 17 Dexterity saving throw or become blinded for 48 hours or they are healed for 10 or more hit points in one instance. They may attempt a Constitution saving throw with the same DC at the end of every minute, ending this effect early on a success. This attack instantly kills Medium or smaller creatures with less than 10% of their maximum hit points, and automatically counts as a critical if the target is restrained or grappled.

Evaporate. Until 1 minute passes or Aqua Necklace takes 10 cold damage, Aqua Necklace gains a flying speed equal to its movement speed and deals half as much damage.

Change Color. As a bonus action, Aqua Necklace changes its color.

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