Yoshikage Kira (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 creature 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 does not follow traditional CR.

Yoshikage Kira[edit]

Medium humanoid (human), lawful evil


Armor Class 16 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 16 (+3) 20 (+5) 20 (+5) 26 (+8)

Saving Throws Str +10, Int +11, Wis +11, Cha +14
Skills Deception +14, History +11, Insight +11, Intimidation +14, Investigation +11, Nature +11, Perception +11, Stealth +13
Senses passive Perception 21
Languages Japanese
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If Kira fails a saving throw, he can choose to succeed instead.

Exploit the Armor. When Kira 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.

Exchange Blows. When Kira 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 8 "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.

I, Yoshikage Kira, just want to live a quiet life. Kira has advantage in Deception and Persuasion checks, and always knows if he is being watched.

Luck (1 Spirit Point). When Kira is reduced to 0 hit points, he instead drops to 1.

Fate. 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. Kira has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.


Killer Queen[edit]

Medium elemental (Stand), chaotic evil


Armor Class 28 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 16 (+3) 20 (+5) 20 (+5) 26 (+8)

Saving Throws Str +16, Int +11, Wis +11, Cha +14
Skills Deception +14, History +11, Intimidation +14, Investigation +11, Insight +11, Nature +11, Perception +11, Stealth +13
Senses passive Perception 21
Languages Japanese
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects Kira also effects Killer Queen. Any damage Killer Queen takes is instead dealt to Kira. Any effect that targets either Killer Queen or user targets both of them. Kira can summon or de-summon Killer Queen as a bonus acton. If Kira becomes unconcious, the Stand instantly de-summons. Killer Queen and Kira use the same action and bonus action, but moving Killer Queen uses a free action. Killer Queen can only move up to 10 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 Killer Queen, 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 Killer Queen, and it is no longer invisible to them. Killer Queen can phase through creatures/objects and everything seen by Killer Queen is also seen by Kira.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage.

Primary Bomb: Bomb Transmutation. One thing Killer Queen or Kira touches becomes a bomb. Only 1 object can be a bomb at a time in this manner. If a creature touches a bomb, they become the bomb.

Primary Bomb Detonation. As a bonus action, all creatures within a 10 ft. radius, or 20 ft. radius for 2 spirit points, of a detonated bomb must succeed a DC 26 Dexterity saving throw, taking 47 (5d10 + 18) force damage on a failure, or half as much damage on a success. Creatures that either are a bomb or have the bomb attached to them will automatically fail and take 68 force damage. The bomb itself cannot be seen by any means, as they do not have an actual form to see, and the explosion is silent and invisible to non-Stand Users. Kira and Killer Queen are not effected by these explosions if they know where they are. Kira may spend 1 spirit point to have the bomb only effect the creature it is attached to or detonated by, after which they take 118 force damage. Kira can make this deal an additional number of d10 force damage by spending an equal number of spirit points. Creatures reduced to 0 hit points by this are killed instantly, and they and any non-magical items they are carrying or wearing are reduced to ash, and Kira regains 1 spirit point.

Secondary Bomb: Sheer Heart Attack (1 Spirit Point). As a bonus action, Killer Queen detaches its left hand, summoning Sheer Heart Attack. While Sheer Hearth Attack is summoned, neither Kira nor Killer Queen can use Primary Bomb: Bomb Transmutation.

Air Bomb Transmutation. While Killer Queen is in possession of Tama, the cat creates an air bubble that is immediately transmuted into a primary bomb. It flies 20 ft., or 40 ft. for 1 spirit point, in a straight line at the end of each of Kira's turns. Kira may change the bomb's direction as a free action. The bubble has 1 hit point, is Tiny, has a radius of 6 inches, is invisible, and can be detonated as per Primary Bomb Detonation.

Tertiary Bomb: Bites the Dust (1 Spirit Point). As a bonus action, Killer Queen becomes Tiny and enters a creature within 30 ft. Kira can not summon or control Killer Queen or create bombs. The creature effected by this gains +3 AC, and any creature that attacks them except themselves is targeted by a Primary Bomb that only effects the creature it was detonated by. If a creature learns of Kira's real identity, they are targeted by this as well. After a creature is killed by this effect, time rewinds 1 hour. After 1 hour passes, any creatures killed by the previous use of Bites the Dust are killed in the same manner, but time does not rewind until an additional creature is killed. Kira can end this effect instantly as a bonus action.

REACTIONS

Primary Bomb: Bomb Transmutation. One thing Killer Queen or Kira touches becomes a bomb. Only 1 object can be a bomb at a time in this manner. If a creature touches a bomb, they become the bomb Kira can spend 1 spirit point as part of this to regain his reaction.


Sheer Heart Attack[edit]

Tiny elemental (Stand), chaotic evil


Armor Class 28 (natural armor)
Hit Points
Speed 45 ft.


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 6 (-2) 6 (-2) 6 (-2) 26 (+8)

Saving Throws Str +4, Int +4, Wis +4, Cha +14
Skills Deception +14, History +4, Intimidation +14, Investigation +4, Insight +4, Nature +4, Perception +4, Stealth +9
Damage Immunities All damage.
Senses passive Perception 14
Languages Japanese
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects Sheer Heart Attack also effects Killer Queen. Any damage Killer Queen takes is instead dealt to Kira. Killer Queen can summon or de-summon Sheer Heart Attack as a bonus action while it is within 5 ft. of it. If Kira becomes unconcious, the Stand instantly de-summons.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Killer Queen, 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 Killer Queen, and it is no longer invisible to them. Killer Queen can phase through creatures/objects and everything seen by Killer Queen is also seen by Kira.

Heat Detection. Sheer Heart Attack always moves in a straight line toward the warmest source of heat within 90 ft., using Explode when it touches it.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage.

Primary Bomb: Bomb Transmutation. One thing Killer Queen or Kira touches becomes a bomb. Only 1 object can be a bomb at a time in this manner. If a creature touches a bomb, they become the bomb.

Explode. All creatures within a 10 ft. radius, or 20 ft. radius for 2 spirit points, must succeed a DC 26 Dexterity saving throw, taking 47 (5d10 + 18) force damage on a failure, or half as much damage on a success. Creatures that have Sheer Heart Attack attached to them will automatically fail and take 68 force damage. The explosion is silent and invisible to non-Stand Users. Kira and Killer Queen are not effected by these explosions if they know where they are. Kira can make this deal an additional number of d10 force damage by spending an equal number of spirit points. Creatures reduced to 0 hit points by this are killed instantly, and they and any non-magical items they are carrying or wearing are reduced to ash, and Kira regains 1 spirit point.

REACTIONS

Primary Bomb: Bomb Transmutation. One thing Killer Queen or Kira touches becomes a bomb. Only 1 object can be a bomb at a time in this manner. If a creature touches a bomb, they become the bomb Kira can spend 1 spirit point as part of this to regain his reaction.

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[Source]



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