Miraschan (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 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.

Miraschan[edit]

Medium humanoid (Human), neutral evil


Armor Class 13 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 12 (+1) 16 (+3) 15 (+2) 17 (+3)

Saving Throws Wis +6, Cha +7
Skills Athletics +7, Intimidation +7, Insight +6, Nature +7, Perception +6, Persuasion +7
Senses passive Perception Expression error: Unexpected number.
Languages English
Challenge 11 (7,200 XP)


Stand Proud Focus. Miraschan takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. She also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Miraschan takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she or can make 1 additional melee attack on each of their turns. She can only have up to 4 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. she 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 Miraschan successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Miraschan has 9 Spirit Points which she can expend. All spirit points are regained 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.


Miraschon_Infobox_Manga.png
[Source]


Marilyn Manson[edit]

Medium elemental (Stand), —


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 12 (+1) 16 (+3) 15 (+2) 17 (+3)

Saving Throws Wis +6, Cha +7
Skills Athletics +10, Intimidation +7, Insight +6, Nature +7, Perception +6, Persuasion +7
Senses passive Perception Expression error: Unexpected number.
Languages English
Challenge 11 (7,200 XP)


Manifestation of Will. Any feature that effects Miraschan also effects Marilyn Manson. Any damage Marilyn Manson takes is instead dealt to Miraschan. Any effect that targets either Marilyn Manson or Miraschan targets both of them. Miraschan can summon or de-summon Marilyn Manson as a bonus action. If Marilyn Manson user becomes unconcious, Marilyn Manson instantly de-summons. Marilyn Manson can be within 60 ft. of Miraschan, and moves in parallel with Miraschan if she moved outside of the 60 ft. range.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Marilyn Manson, 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 Marilyn Manson, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by Marilyn Manson is also seen by the user.

Cheating isn't part of the game... but things are bound to happen during one. Marilyn Manson does not follow Miraschan's orders, and will only act to defend itself. When Miraschan makes a bet, Marilyn Manson automatically summons. It will exact payment from the loser at the end of the bet. It will not accept stolen items, but will accept items of the proper value. If they can not pay, it attempts to extract the losers organs to acquire enough goods to sell on the black market.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.


MarilynP.png
[Source]



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