Alessi (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Stand User Class (JJBA Supplement) class and Criminal background, and as such does not follow traditional CR.

Alessi[edit]

Medium humanoid (Human), neutral evil


Armor Class 17 (natural armor)
Hit Points 91 (14d6 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 9 (-1) 8 (-1) 20 (+5)

Saving Throws Str +6, Dex +7
Skills Athletics +6, Deception +10, Intimidation +10, Stealth +7
Senses passive Perception 9
Languages English
Challenge 14 (11,500 XP)


Spirit Points. Alessi has 14 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Alessi is targeted by an area effect that lets him make an Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Denting Blows. If Alessi is grappling a creature or being grappled by a creature, his and Sethan's attacks automatically hit the creature and deal an additional 5 damage. Alessi may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Alessi may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Alessi has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Alessi completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Alessi may take the dash action and disengage action.

Bully. Alessi's attacks have advantage on attack rolls against targets with a size category lower than his own.

ACTIONS

Multiattack. Alessi or Sethan makes two attacks with their unarmed strike, handaxe, or handgun.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Handgun. Ranged Weapon Attack: +7 to hit, range 30/300 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Must be reloaded as a bonus action after 12 shots.

Summon Stand. As a bonus action, Sethan appears anywhere within 5 feet of Alessi or is unsummoned.


Alessi was a serial child abuser, a fact that kept him unable to hold down a job or have a place in any society in Egypt. However, due to this innate evil, as well as the strength of his soul as a sinner, he was sought out by DIO, who paid him to kill Jotaro Kujo, Joseph Joestar, Muhammad Abdul, and Jean Pierre Polnareff. Separating Polnareff from the group, he regressed his target's age, allowing him to easily overpower a weakened Silver Chariot, who lacked the resolve he had gained on his journey avenging his sister. When Jotaro interfered, Alessi assumed it would be the same situation, only for a child Jotaro to clobber Alessi, having always been a fighter. Regaining their adult forms, the two most physically powerful Stands in the Crusader's arsenal beat and stabbed him to a pulp.


Sethan[edit]

Medium elemental (Stand), neutral good


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 26 (+8) 9 (-1) 18 (+4) 20 (+5)

Saving Throws Str +6, Dex +7
Skills Athletics +6, Deception +10, Intimidation +10, Stealth +7
Senses passive Perception 14
Languages English
Challenge 14 (11,500 XP)


Manifestation of Will. Sethan acts on Alessi's turn and uses his actions, bonus actions, and reactions. Whenever Sethan takes damage, Alessi instead takes half as much damage. Any feature that effects Alessi also effects Sethan. Any effects that target Sethan affect Alessi instead, though any attack rolls or saving throws made as part of the effect are still made against Sethan. If both Alessi and Sethan are targeted by an effect, only Sethan is targeted. Sethan can only move up to 5 ft. from Alessi, and moves in parallel with Alessi when he moves beyond the 5 ft. radius.

Exploit Weakness. On a hit with Sethan's unarmed strikes, Alessi may spend 1 spirit point to decrease the target's AC to a maximum penalty of -5 until the end of the target's next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them.

Shadow Stand. Sethan gains a copy of any melee weapons Alessi wields and can squeeze through a gap of any size. Creatures can occupy Sethan's space without a movement speed penalty.

Age Regression. When a creature occupies the same space as Sethan, they must attempt a DC 17 Dexterity saving throw. On a failure, they regress in age unless they are immune to the effects of aging. If they have the Spry Senior or Wily Elder Sideshow Perks, they lose one. If they lack both, they gain the Runaway Child or Raucous Youth Sideshow Perk. If they have both, they regress to an infantile state, becoming Tiny and paralyzed. If they are already in an infantile state, they regress to nonexistence, killing them instantly. Additionally, they lose any memories they did not have at that age over the course of 1 minute, though these are regained when they return to their normal age. This lasts until you become unconscious or are reduced to 0 hit points. On a success, they lose 1 spirit or Hamon point, or fail anyway if they can not or choose not to. This can only effect a creature once per round. Alessi may spend 2 spirit points when a creature makes this saving throw to make it a second time with the same effect, counting as the same effect for the "once per round" stipulation.

Bully Stand. Sethan's has advantage on saving throws caused by creatures with a size category lower than Alessi's, attack rolls from such creatures have disadvantage against Alessi and Sethan, and such creatures have disadvantage on saving throws caused by Sethan.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.



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