Tubalcain Alhambra (JJBA Supplement)

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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.

Tubalcain Alhambra[edit]

Medium humanoid (Human), lawful evil


Armor Class 14
Hit Points 102 (12d8 + 48)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Dex +8, Cha +8
Skills Acrobatics +8, Deception +8, Insight +7, Perception +7, Persuasion +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses passive Perception Expression error: Unexpected number.
Languages English, German, French
Challenge 12 (8,400 XP)


Regeneration. Tubalcain 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 Tubalcain 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.

Spirit Points. Tubalcain has 7 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Tubalcain makes 2 unarmed strike or combat card attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning 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 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 your control until they die and control over Tubalcain's minions cannot be taken from his.

Combat Cards. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Tubalcain may spend 1 spirit point to grant this attack advantage or ignore cover, or 2 spirit points to cause both effects.

Card Clone (1 Spirit Point). Tubalcain creates an identical clone of himself within 5 ft. of him. If Tubalcain becomes unconcious, the clone instantly dissipates. The clone and Tubalcain use the same action and bonus action, but moving the clone uses a free action. Each clone has 5 hit points, and automatically dissipates after 1 minute.

REACTIONS

Card Shield (1 Spirit Point). Until the beginning of his next turn, all ranged attacks against Tubalcain have their damage reduced by 11 (2d6 + 4). If this reduces its damage to 0, the projectile is destroyed. This may also be used as a bonus action.

Alhambra.png
[Source]

While not being a member of the Werewolves, Tubalcain Alhambra is of equal rank in Millennium to Rip Van Winkle and Zorin Blitz. Known as "the Dandy Man" due to his suave demeanor, he is no better than any other nazi, taking no issue, if not outright enjoying, killing anyone he views as an enemy. Beneath his smooth-talking façade lies an aggressive, murderously playful man that only comes out in direct combat.



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