Santana (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!
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 Athlete background, and as such does not follow traditional CR.


Medium undead, neutral evil

Armor Class 22
Hit Points 253 (22d10 + 132)
Speed 30 ft.

16 (+3) 20 (+5) 22 (+6) 12 (+1) 9 (-1) 8 (-1)

Saving Throws Str +10, Dex +12, Con +13, Cha +6
Skills Acrobatics +12, Athletics +10, Investigation +8, Nature +8, Perception +6
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 16
Languages Pillar
Challenge 22 (41,000 XP)

Spirit Points. Santana has 22 spirit points which he may expend. All spirit points are regained at the end of a long rest.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of Sanana's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Santana may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Santana does not age or need to sleep, and he counts as one size larger for the sake of how much you can push, pull, or lift.

Enhanced Flesh Detection. Santana, he automatically learns the alignment of any creatures within 30 feet of him, even if he isn't aware of their presence, so long as they produce a scent.

Pillar Speed. Santana can take the disengage action as a bonus action. He may spend 1 spirit point to take the disengage or dash action as a free action.

Brainstorm. When Santana is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, Santana may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Endurance. If Santana is subjected to an effect that allows him to make a Constitution saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Do or Die. At will on his turn for 2 spirit points or at any time for 5 spirit points, Santana may immediately take an action.

Hyper-Intellect. Santana learns to speak any language he has heard for at least 10 minutes and can become proficient in any weapon he holds for 5 minutes.

Rib Blades (1 Spirit Point). At the end of each of his turns, Santana may spend 1 spirit point to make a Pillar Claws attack using his ribs even if you are incapacitated, but not unconscious.

Malleable Body. Santana may squeeze through gaps as small as 2 inches.


Multiattack. Santana makes three Pillar Claws attacks.

Pillar Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Extend Claws (1 Spirit Point). As a bonus action, the reach of Santana's Pillar Claws increases by 5 feet for 1 minute.

Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically take 10 (2d4 + 5) bludgeoning damage at the end of each of Santana's turns.

Blood Drain (1 Spirit Point). As a bonus action, Santana gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he dealt unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When Santana reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Santana.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Santana's reach that is not an elemental, construct, or undead is killed instantly and Santana regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfills his daily requirement of food and water.

Path of Destruction (1 Spirit Point). As a bonus action, Santana may make an attack against any creature whose space he moves into until the beginning of his next turn. Santana may only target each creature once each time he uses this feature.

<1--2/7-->Pillarize. Santana becomes petrified and immune to all damage for at least 1 minute, after which he can end this effect at will. Santana automatically benefits from this feature if he becomes petrified, and this effect automatically ends if he is no longer petrified.

Meat Invade (3 Spirit Points). One creature Santana is grappling that is not a construct or elemental must attempt a DC 16 Strength saving throw. On a failure, the creature becomes paralyzed and Santana enters their body for 1 minute or until they drop to 0 hit points, causing the creature to follow any movements Santana makes and causing any effects that target Santana to target the creature as well. The target may retry this saving throw at the end of each of their turns, not being paralyzed or forced to follow Santana's movements until the end of their next turn on a success. On a critical success, this effect ends early.

Flesh Reconstruction (1 Spirit Point). Santana treats his unarmed strikes as any weapon he is proficient in. Ranged weapons created in this way still require ammunition.


Stolen as one of two infants from the massacre of the pillar clan at the hands of Kars and Esidisi, Santana lived his 10,000-year lifespan as the watch dog of the remaining members of his limited race, being seen as a mere child and a weakling by his cohorts despite surpassing the intelligence and strength of even the strongest human or vampire. Whereas the others were buried in a secret passage under the Roman Colosseum from an unknown date to 1938, he was stored inside a far more ancient temple dedicated wholly to storing stone masks in Mexico. In 1938, his temple, now in ruins, was discovered by a nazi division investigating the supernatural after the Speedwagon Foundation forces investigating the area were slaughtered by Straits. After being fed the locals' blood and a vampire to wake him up and test his abilities, being christened Santana in the process by the base's commander Rudolf von Stroheim, Santana quickly escaped his enclosure and slaughtered the occupying force before making his way to the control room. There, he faced off against Joseph Joestar and Stroheim, where he got his first taste of Hamon. As the battle made its way upward, toward the surface, Santana forced himself into Stroheim's body to protect himself from the sun, forcing the major to destroy his own body with a hand grenade. Stuck down a well with the sun shining directly above him, Santana was forced to pillarize himself, spending the rest of eternity under UV light in a Speedwagon Foundation research base.

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