Noriaki Kakyoin (JJBA Supplement)
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Medium humanoid (Human), lawful good
Saving Throws Dex +10, Cha +10
Stand Proud Focus. Kakyoin takes 3 less damage from piercing, slashing, and bludgeoning damage.
Exploit the Armor. When Kakyoin 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 Kakyoin takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Hierophant 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, Kakyoin may expend that stack to cause it to deal full critical damage.
Spirit Points. Kakyoin has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.
Medium elemental (Stand), neutral good
Saving Throws Dex +14, Cha +10
Manifestation of Will. Any feature that effects Kakyoin also effects Hierophant Green. Any damage Hierophant takes is instead dealt to Kakyoin. Any effect that targets either Hierophant or Kakyoin targets both of them. Abdul can summon or de-summon Hierophant as a bonus action. If Kakyoin becomes unconcious, Hierophant instantly de-summons. Hierophant and Kakyoin use the same action and bonus action, but moving Hierophant uses a free action. Hierophant can only move up to 15 ft. of Kakyion, and moves in parallel with Kakyoin when he moves beyond the 10 ft. radius. It can move up to 60 ft. away, dealing half as much damage from all sources. Kakyoin may spend 1 spirit point to increase this range to 120 ft. until the end of his next turn.
Invisible Force. Only Stand users and creatures with any form of spellcasting can see Hierophant Green, 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 Hierophant, and it is no longer invisible to them. Hierophant can phase through creatures/objects and everything seen by Hierophant is also seen by Kakyoin.
Coiled Body. Hierophant can grapple more than one creature, and grappling does not restrict its movement, but if one creature escapes the grapple, every creature does.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.
Hierophant Detector. Hierophant de-summons and covers a 60 ft. radius around Kakyoin, becoming aware of every creature and object within the area. Creatures must succeed a DC 22 Wisdom saving throw to detect Hierophant. This lasts until it is ended as an action, and Hierophant can be summoned anywhere within this radius without halving its damage while this is active. Kakyoin may spend 1 spirit point to increase this range to 120 ft. until the end of his next turn. Any creature that moves while inside this area is targeted by Emerald Splash.
Hierophant Grapple. As a bonus action or free action, Hierophant moves Kakyoin anywhere within 5 ft. of it.
Emerald Splash. 1 creature within 60 ft. must attempt a DC 22 Dexterity saving throw. On failure, they take 28 (6d6 + 5) bludgeoning or piercing damage. On a success, they take half as much damage. If they cannot see or sense Hierophant, this deals twice as much damage. Kakyoin may spend 1 spirit point to grant them disadvantage on this roll. If they already have disadvantage and he spends the spirit point, they automatically fail instead.
Emerald Area. Kakyoin designates a 30 ft. cone as a full turn action. Any creature that moves, starts their turn, or attacks another creature from inside this area is targeted by Emerald Splash. During this time, Hierophant can't move, can only use Emerald Splash as its action, and can only use its bonus action to end this effect.
Marionette Control. Hierophant enters the body of a creature within 15 ft. that automatically fails Strength saving throws or has been dead for no longer than 24 hours. It gains the creature's Strength, Dexterity, and Constitution scores, can move any distance from Kakyoin, and can not use any of the creature's features that Kakyoin or Hierophant does not already have. Upon leaving the creature's body and returning to 5 ft. of Kakyoin as a bonus action, they take 17 (3d10) force damage. This damage can be doubled for 1 spirit point.
Unravel (1 Spirit Point). When Hierophant takes damage from being attacked or fails a saving throw, the effect's damage is halved. The damage can be completely negated for 2 additional spirit points.