Kenny G. (JJBA Supplement)
Kenny G.
Small humanoid (Human), neutral evil Armor Class 11 (natural armor)
Skills Deception +5, Perception +2, Stealth +3 Stand Proud Focus. Kenny takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Kenny takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He 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 Kenny 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Tenor Sax. Kenny creates illusions of anything within 200 feet. They only exist visually, can not physically interact with anything, and can only move on his turn. Creatures must succeed a DC 15 Wisdom saving throw to differentiate illusions from reality, but this does not dispel the illusion.
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A loyal servant of DIO, Kenny G. has a Stand that, while at first glance looks useless, is the perfect addition to the mansion defense squad. Despite being among the ranks of the Oingo Boingo brothers and [Arabia Fats (5e Creature) |
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