Yoshikage Kira, Part 8 (JJBA Supplement)
From D&D Wiki
Medium humanoid (Human), chaotic good
Saving Throws Str +9, Int +9
Stand Proud Focus. Yoshikage takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Yoshikage takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Killer Queen 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 your 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.
Exploit the Armor. When Yoshikage 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.
We're here right now because of flying fish jumping out of the south sea. When Kira has disadvantage on a roll, he may eliminate it up to 8 times, regaining all uses at the end of a long rest. He may use this additional times by spending 1 spirit point.
Spirit Points. Yoshikage has 14 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Medium elemental (Stand), neutral good
Saving Throws Str +13, Int +9
Manifestation of Will. Any feature that effects Yoshikage also effects Killer Queen. Any damage Killer Queen takes is instead dealt to Yoshikage. Any effect that targets either the Stand or user targets both of them. Yoshikage can summon or de-summon Killer Queen as a bonus action. If Yoshikage becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 15 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 15 ft. radius.
Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage.
Bubble Generation. Killer Queen creates 2 bubbles that must be within 60 ft. from Yoshikage or itself that moves up to 20 ft. as part of their action. He may create 1 additional bubble for 2 spirit points any amount of times on the same action or as a reaction or bonus action without spending spirit points, but any bubbles above 3 active at a time automatically detonate at the end of his next turn. Each of these bombs has 5 hit points and is Tiny.
I'm going to steal one. One of those fruits. As a bonus action after Killer Queen makes an unarmed strike, a bubble appears in the target's space as per Bubble Generation. If he detonates the bomb before they move, they automatically fail the saving throw and take maximum damage.
Sheer Heart Attack (1 Spirit Point). Any bombs of Yoshikage's choice that Killer Queen can touch has its hit points become 15, it loses its flying speed, it gains a climbing speed of 40 ft., it can be within 120 ft. of Yoshikage, and its detonation radius becomes 60 ft.
Bomb Bubble Detonation. Yoshikage detonates any number of bubbles. This may also be used as a bonus action. Yoshikage may spend 1 spirit point to regain your reaction after using this. Creatures within 40 ft. radius of a detonated bomb must succeed a DC 21 Dexterity saving throw, taking 35 (4d10 + 13) force damage on a failure, or half as much damage on a success. Objects take twice as much damage. Yoshikage may spend 1 spirit point to adjust the bomb upon detonation, making it affect only one creature within 5 ft., and dealing full critical damage to them. You may also spend 2 spirit points to double the explosion's radius. Creatures unaware of the location of a detonated bomb bubble take critical damage. Yoshikage and Killer Queen are unharmed by any of these explosions you are aware of.