Martin (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 Sideshow class and Medium Beast background, and as such does not follow traditional CR.

Martin[edit]

Large monstrosity, chaotic evil


Armor Class 18 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

Saving Throws Str +5, Dex +6
Skills Acrobatics +6, Athletics +5, Nature +3, Survival +3
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Understands Japanese but can not speak
Challenge 5 (1,800 XP)


Spirit Points. Martin has 3 spirit points which he may expend. He regains all spirit points at the end of a long rest.

Keen Sight. Martin has advantage on Wisdom (Perception) checks that rely on sight.

Titan Mandril. Martin has a damage threshold of 7.

ACTIONS

Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage.

Improvised Weapon. Thrown Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage.

Grappling Hook (1 Spirit Point). As a bonus action, Martin moves to one point within 50 feet in a straight line.

Poisonous Gas (1 Spirit Point). As a bonus action, Martin creates a 10 ft. radius cloud of colorless gas that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, causing the area to become lightly obscured. Any creature that ends their turn in this cloud must attempt a DC 12 Constitution saving throw at the end of each of their turns until the cloud disperses. On a failure, they are poisoned for 1 minute and take 5 (1d4 + 3) poison damage at the beginning of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Martin_Summoned.png
Martin and his master, [Source].

The strongest in a lineage of genetically enhanced mandrills forced to adapt to exceptionally harsh environments, Martin is nearly twice as large and fast as a normal mandrill. Obeying his whip-wielding master unquestionably, he revels in violence in the name of the Dress Organization, only being stopped by Ikuro Hashizawa.


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