Narancia Ghirga (JJBA Supplement)

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Narancia Ghirga

Medium humanoid (Human), chaotic neutral


Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 19 (+4)

Saving Throws Dex +8, Wis +6
Skills Acrobatics +8, Animal Handling +6, Athletics +6, Intimidation +8, Nature +5, Perception +6, Performance +12, Sleight of Hand +8, Stealth +8, Survival +6
Senses passive Perception 16
Languages Italian
Challenge 12 (8,400 XP)


Stand Proud Focus. Narancia takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Narancia takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Aerosmith can make 1 additional melee on each of their turns. He can only have up to 4 "Exchange Blows Stacks" at once. Using extra attacks during his 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 Narancia 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.

Torture Dance. Narancia has advantage on Intimidation checks while torturing someone.

Spirit Points. Narancia has 8 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.


NaranciaASCredits.png
[Source]

Aerosmith

Small elemental (Stand), —


Armor Class 20 (natural armor)
Hit Points
Speed 30 ft., fly 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 25 (+7) 14 (+2) 13 (+1) 22 (+6) 19 (+4)

Saving Throws Dex +11, Wis +10
Skills Acrobatics +11, Animal Handling +10, Athletics +6, Nature +5, Perception +10, Performance +8, Sleight of Hand +11, Stealth +11, Survival +10
Senses passive Perception 20
Languages Italian
Challenge 12 (8,400 XP)


Manifestation of Will. Any feature that effects Narancia also effects Aerosmith. Any damage Aerosmith takes is instead dealt to Aerosmith user. Any effect that targets either Aerosmith or user targets both of them. The Stand user can summon or de-summon Aerosmith as a bonus action. If Aerosmith user becomes unconcious, Aerosmith instantly de-summons. Aerosmith and Narancia use the same action and bonus action, but moving Aerosmith uses a free action. Aerosmith can only move up to 50 ft. of Narancia, and moves in parallel with him when he moves beyond the 50 ft. radius.

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

Barrage. When Aerosmith hits a hostile creature with its bullets, including from this feature, Narancia gains 1 Barrage stack, with a maximum of 5. Narancia may expend stacks to make an additional Barrage attack per expended stack when he takes the attack action, but doing so incurs a -1 penalty per attack in this manner until the end of his turn. He may spend 1 spirit point to gain 2 additional Barrage stacks or to reset this attack penalty. Narancia can make up to 5 attacks in this way.

ACTIONS

Bullets. Ranged Weapon Attack: +10 to hit, range 80/200 ft., one target. Hit: 11 (2d4 + 6) piercing damage.

CO2 Radar. As a bonus action, Aerosmith becomes aware of the location and size of all creatures within 100 ft. of it that breath. This can be used up to 6 times, regaining all uses at the end of a long rest, and he can spend 1 spirit point to reset the amount of times you has used it.

Volare Via! (5 Spirit Points). Aerosmith drops a bomb directly under it. At the end of Narancia's turn, all creatures within 30 ft. of this spot must make a DC 18 Dexterity saving throw, taking 39 (6d12) fire damage on a failure, or half on a successful saving throw.



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