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Tamami Kobayashi (JJBA Supplement) - D&D Wiki

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Published by goroiamanuci, 2023-07-16 09:01:41

Tamami Kobayashi (JJBA Supplement) - D&D Wiki

Tamami Kobayashi (JJBA Supplement) - D&D Wiki

16/07/23, 14:55 Tamami Kobayashi (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Tamami_Kobayashi_(JJBA_Supplement) 1/2 Tamami Kobayashi (JJBA Supplement) From D&D Wiki Jump to: navigation, search This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. [Expand] 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. Kobayashi Tamami Medium humanoid (Human), lawful evil Armor Class 10 (natural armor) Hit Points 13 (3d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 13 (+1) 14 (+2) 16 (+3) Saving Throws Wis +4, Cha +5 Skills Animal Handling +4, Deception +5, History +3, Insight +4, Intimidation +5, Perception +4, Performance +5, Persuasion +5, Religion +3, Sleight of Hand +2 Senses passive Perception 14 Languages English, Japanese Challenge 3 (700 XP) 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. ACTIONS 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: [Source (https://jojowiki.com/File:Tamami_Kobayashi_Info box_Anime.png)]


16/07/23, 14:55 Tamami Kobayashi (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Tamami_Kobayashi_(JJBA_Supplement) 2/2 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Tamami_Kobayashi_(JJBA_Supplement)&oldid=1497074" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: When they knowingly commit an evil act, which includes attacking Tamami, the take 3 (1d6) psychic damage. All d20 rolls the creature makes have a -2 penalty. All Deception checks have disadvantage. If they would knowingly lie (which counts as an evil act), they must make a DC 14 Deception check or take 15 (4d6) psychic damage on a failure or take half damage on a successful save. If the first bullet occurs once, they can not take the dash action and their movement speed is reduced by 10 ft. If the first bullet occurs twice, they gain disadvantage on all attack rolls. If the first bullet occurs four times, they can not concentrate, take more than one action per turn, or make reactions.


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