Straits, Vampiric (JJBA Supplement)
From D&D Wiki
Medium humanoid (Human), lawful good
Saving Throws Str +9, Dex +9, Con +8, Cha +5
Hamon. Straits can have any number of Hamon points, which he can expend. All Hamon points are lost at the end of a long rest.
Evasion. If Straits is subjected to an effect that allows it to make a Dexterity 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.
Nimble. Straits can take the dash and disengage actions as bonus actions.
Satiporoja Beetle Cloth. When a creature hits Straits with a melee attack while he has at least 1 Hamon point, they take 6 radiant damage. While he has at least 1 Hamon point, Straits is immune to all Radiant damage except from Hamon Suicide, which he is still vulnerable to.
Hamon Suicide. Straits takes an amount of radiant damage equal to twice the number of Hamon points he has at the beginning of each of his turns.
Regeneration. Straits regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If Straits takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn.
Sunlight Hypersensitivity. Straits takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when he enters direct sunlight.
Spirit Points. Straits has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.
Multiattack. Straits makes two attacks with his Unarmed Strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) thunder damage. He regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under his control until they die and control over your minions cannot be taken from him.
Regeneration (1 Spirit Point). If he has at least 1 hit point, Straits recovers 95 hit points or regains 1 lost limb within 30 ft. of him. He may spend 1 additional spirit point to double these effects.
Hamon Breathing. Straits regains 1d4 Hamon points.
Overdrive (1 Hamon Point). As a bonus action, Straits' unarmed strikes deal radiant damage until the beginning of his next turn.
Sticking and Repelling Hamon (2 Hamon Points). Straits can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn.
Space Ripper Stingy Eyes. All creatures in a 60 ft. line must attempt a DC 16 Dexterity saving throw. On a failure, creatures take 24 (5d6 + 5) piercing damage. On a success, they take half as much damage. Creatures within 15 ft. of Straits automatically fail.
After succeeding Tompetty and noticing his advancing aging, Straits fell for the seduction of the stone mask, transforming himself into a vampire with the promise of eternal youth. In the process, he began the awakening of the Pillar Men by disturbing Santana's resting place, allowing for him to be found by the Nazis, and thus his brethren in Rome. Traveling to New York, he challenged Joeseph Joestar in mortal combat in order to assure that he can die in his prime honorably, and that a worthy challenger would be able to defeat the rising threat.