Tamami Kobayashi (JJBA Supplement)
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Medium humanoid (Human), lawful evil
Saving Throws Wis +4, Cha +5
Stand Proud Focus. Tamami takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Tamami takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Osiris can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They 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 Tamami 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.
Spirit Points. Tamami has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The Lock. One creature within 60 ft. must succeed a DC 16 Charisma saving throw or have The Lock appear on them, which can only be seen by Stand Users, which forces the following effects onto them until the give him an amount of money he believes he deserves: