Hot Pants (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!
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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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Hot Pants[edit]

Medium humanoid (Human), lawful good


Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 16 (+3)

Saving Throws Con +3, Cha +6
Skills Animal Handling +4, History +6, Insight +4, Investigation +6, Nature +6, Persuasion +6
Senses passive Perception 11
Languages English, Latin, Italian
Challenge 8 (3,900 XP)


Stand Proud Focus. Hot Pants takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Hot Pants takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 3 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

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

Spirit Points. Hot Pants has 7 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

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

Cream Starter. One creature gains a number of hit points and Hot Pants loses an equal number of hit points. This can also be done as a bonus action.

I didn’t soil your good name… I soiled you face with my meat spray. Instead of granting hit points, Cream Starter disguises a creature's face as another for 15 hit points.

Let’s skip the chit-chat and get straight to the point. I will now hang you both from this tree. Instead of granting hit points, Cream Starter cuts of a creature's airways. They must attempt a DC 16 Dexterity saving throw. On a success, they must hold their breath. On a failure, they immediately begin suffocating. They may attempt a DC 16 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Just die peacefully as you are. One creature within 5 feet must attempt a DC 16 Dexterity saving throw. On a failure, Cream Starter reduces their hit points instead. This may only effect up to 2d10 hit points. Hot Pants may spend 1 spirit point to grant them disadvantage. Dead or willing creatures do not need to make this saving throw. Corpses have 20 x their size category hit points (i.e. Small corpses have 40, Medium creatures have 60, etc.).


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[Source]

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