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Joshua Jackson (JoJo)

Medium Human Vigilante , Chaotic Neutral

Armor Class 17
Hit Points 62 (7d10+14)
Speed 40ft

STR
17 +3
DEX
15 +2
CON
16 +3
INT
13 +1
WIS
12 +1
CHA
18 +4

Saving Throws Strength +6, Dexterity +5, Charisma +7
Skills Acrobatics +5, Deception +7, Perception +4, Sleight of Hand +5, Stealth +5
Damage Vulnerabilities Acid, Poison, Bludgeoning, Slashing, Piercing, Thunder, Lightning, Force, Necrotic, Psychic
Senses Passive Perception 13, Passive Investigation 11
Languages Common, Celestial
Challenge 4


Description

Joshua Jackson (AKA Jojo) is a vigilante that works for Middle Citadel. He is well-known in that area because he has an indomitable fighting spirit that people say manifests itself in a human-ghostlike form. They say that Jojo is also incredibly fast, seeming like he is moving if time stood still.

Ideals

I'm worthy of a better life, I am better than you, and I will prove it!

Bonds

I will make those that abandoned me pay with their life!

Flaws

I'm very competitive, meaning I am willing to put my life and other's safety on the line to prove something.

Suggested Environments

Any environment is suitable for using this NPC.



Can summon Silver Warden as a bonus action
Stands count as a separate creatures when referring to rules, abilities, or conditions
Stand Resistances and Immunities.
Damage Resistance: Acid, Lightning, Bludgeoning, Piercing, and Slashing From Nonmagical Weapons
Damage Immunities: Poison, Psychic, Thunder
Condition Immunities: Charmed, Deafened, Frightened, Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious


Actions

Dagger. Ranged Weapon Attack: +5 to hit, (20/60), one target. Hit: 4 (1d4+2) 1d4+2 piercing damage
Dart[/b}. Ranged Weapon Attack: + 5 to hit, (20/60), one target. Hit: 4 (1d4+2) 1d4+2 piercing damage
Rapier Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d8+2) 1d8+2 piercing damage
Iho! Bonus Action: Summon Silver Warden. Stand.
Silver Warden Actions
Unarmed Strike Magical Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 bludgeoning damage

Reactions

Decelerating Blow. You summon your stand to weaken a blow dealt to you. When an attack roll is made against you but before you know if it hit, as a reaction, you summon your stand to slow the blow, the way it does this is flexible. If the attack hit, you reduce the damage taken by 1d10 + Charisma.
Stand Channel. You summon your stand in the midst of combat. When damage is dealt to you, as a reaction, you summon your stand to your side, ignoring the desummoning rule.
Cushioned Blow. You summon your stand to take a hit for you. As a reaction, summon your stand where you get attacked, gaining all the resistances and immunities of your stand for a moment and applying them to the attack's damage.
Deflect Missile. You can use your reaction to deflect or catch the missile when you or your stand is hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your stand user level. If you reduce the damage to 0, you or your stand can catch the missile if it is small enough to hold in one hand and if at least one hand is free.


 

Legendary Actions

Shogodesu. Your stand has unlocked it's main ability, time stop. You spend your turn taking a pose which imposes the incapacitated condition, until the start of your next turn if you take over 15 damage your pose is broken and you cannot take it again until your next turn. If you keep your pose until the start of your next turn then you break it and time is stopped for 1 turn, while time is stopped all creatures are considered blinded, paralyzed, and restrained. When creatures takes damage within time stop, or is pushed by any means, the effects of said things are not applied until after time stop ends. If an object is shot or thrown, it moves 5 feet before being suspended in the air, moving with its force after time stop has ended. Time stop ends at the end of your turn within time stop, all effects applied by time stop are removed and time resumes as normal. Starting at level 18, you can stop time for 2 turns instead of 1. Za Warudo has a 30 second cooldown, if it is used again before a minute has gone by from the last time it was used, you will gain 1 level of exhaustion and will reset the clock for the minute you must wait before you can use it again without gaining exhaustion.


Created by

NoxxinToxxin.

Statblock Type

NPC

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