D an G (5e Creature)

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D an G[edit]

Medium humanoid (human), neutral evil


Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Str +5, Con +5
Skills Acrobatics +5, Athletics +5, History +5, Nature +5, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages English
Challenge 7 (2,900 XP)


Stand Proud Focus. D an G takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When D an G 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 D an G takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 4 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, D an G may expend that stack to cause it to deal full critical damage.

Spirit Points. D an G has 6 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.


D_an_G_Infobox_Manga.PNG
[Source]


Yo-Yo Ma[edit]

Medium humanoid (human), neutral evil


Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 20 (+5) 13 (+1) 17 (+3)

Saving Throws Str +5, Con +5
Skills Acrobatics +5, Athletics +5, History +8, Nature +8, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages English
Challenge 7 (2,900 XP)


Manifestation of Will. Any feature that effects D an G also effects Yo-Yo Ma. If Yo-Yo Ma is reduced to 0 hit points, it is paralyzed for 1 minute, after which it returns to its maximum hit points. The Stand user can summon or de-summon Yo-Yo Ma as a bonus action. If Yo-Yo Ma user becomes unconcious, Yo-Yo Ma instantly de-summons. Yo-Yo Ma and D an G use the same action and bonus action, but moving Yo-Yo Ma uses a free action. Yo-Yo Ma can only move up to 1 mile of D an G, and moves in parallel with Yo-Yo Ma user when they move beyond the 1 mile radius.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.

Insidious Acid. One creature within 5 ft. of Yo-Yo Ma must attempt a DC 15 Constitution saving throw. On a failure, they take 16 (3d6 + 5) acid damage and can not speak until they are healed for an equal number of hit points. On a success, nothing happens. This can be used with Exchange Blows.

Mosquito Swarm. One creature within 30 ft. of Yo-Yo Ma must attempt a DC 15 Constitution saving throw. On a failure, they take 16 (3d6 + 5) acid damage and can not speak until they are healed for an equal number of hit points. On a success, nothing happens.


Yo-Yo_Ma_Infobox_Manga.png
[Source]



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