Cioccolata (JJBA Supplement)

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Cioccolata

Medium humanoid (Human), chaotic evil


Armor Class 15 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 14 (+2) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Str +10, Wis +9
Skills Athletics +10, History +8, Insight +9, Intimidation +9, Investigation +8, Medicine +9, Nature +8, Perception +9
Senses passive Perception 19
Languages Italian
Challenge 16 (15,000 XP)


Stand Proud Focus. Cioccolata 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 Cioccolata takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "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 Cioccolata 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. Cioccolata has 13 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.

Detach Limb. Cioccolata loses 1 limb of his choice. These limbs count as Tiny versions of Green Day with a movement speed of 5 feet. If he detaches both legs, his movement speed becomes 5, and if he removes both arms, his attacks have disadvantage. If he removes one arm and one leg, attacks against him have disadvantage, but his movement speed is halved. If he has removed all four of limbs, he can not move or attack. He may reclaim any and all of his limbs as an action.


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[Source]

Green Day

Medium elemental (Stand), lawful good


Armor Class 27 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
27 (+8) 17 (+3) 21 (+5) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Str +13, Wis +9
Skills Athletics +13, History +8, Intimidation +9, Investigation +8, Insight +9, Medicine +9, Nature +8, Perception +9
Senses passive Perception 19
Languages Italian
Challenge 16 (15,000 XP)


Manifestation of Will. Any feature that effects Green Day also effects Cioccolata. Any damage Green Day takes is instead dealt to Cioccolata. Any effect that targets either Green Day or Cioccolata targets both of them. Cioccolata can summon or de-summon Green Day as a bonus acton. If Cioccolata becomes unconcious, Green Day instantly de-summons. Green Day and Cioccolata use the same action and bonus action, but moving Green Day uses a free action. Green Day can only exist within its spores.

Spores. When Green Day is summoned, Cioccolata gains a 15 ft. radius of Green Day spores which increases by 10 feet at the end of each of his turns. When a creature is killed by green Day or its spores, they also produce a radius of spores that's radius increases by 10 feet at the end of each of Cioccolata's turns as well. When a creature breaths while inside this spore cloud, they become infected for 1 minute. If they move downwards in any way, including by being knocked prone, they take 12 (2d6 + 5) necrotic damage. If a creature is unaware of this effect but moves downward willingly, they must attempt a DC 18 Dexterity saving throw, canceling their downward movement and the damage they would take because of it on a success. This does not apply to creatures that do not breath, such as Undead. IF creatures inside the cloud do not move upward in any way since their previous turn, they take 7 (1d4 + 5) necrotic damage. At the end of each of his turns inside the cloud, Cioccolata regains 12 (2d6 + 5) hit points.

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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage.



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