Alessi (JJBA Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (human), lawful evil

Armor Class 14
Hit Points 39 (6d8 + 12)
Speed 30 ft.

16 (+3) 18 (+4) 15 (+2) 17 (+3) 16 (+3) 15 (+2)

Saving Throws Int +6, Wis +6
Skills Athletics +6, History +6, Intimidation +5, Perception +6, Stealth +7
Senses passive Perception 16
Languages English
Challenge 7 (2,900 XP)

Stand Proud Focus. Alessi 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 Alessi takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Alessi can only have up to 3 "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 that attacks him without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Alessi 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. Alessi has 6 spirit points which they may expend. He regains all spirit points at the end of a long rest.


Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Pistol, Automatic. Ranged Weapon Attack: +6 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Must be reloaded after 15 shots.


Medium elemental (Stand),

Armor Class 19 (Natural Armor)
Hit Points 39 (6d8 + 12)

16 (+3) 23 (+6) 15 (+2) 17 (+3) 16 (+3) 20 (+5)

Saving Throws Int +6, Wis +6
Skills Athletics +6, History +6, Intimidation +8, Perception +6, Stealth +9
Senses passive Perception 16
Challenge 7 (2,900 XP)

Manifestation of Will. Any feature that effects Alessi also effects Sethan. Alessi can summon or de-summon Sethan as a bonus action. If Alessi becomes unconcious, the Stand instantly de-summons. Sethan and Alessi use the same action and bonus action, but moving Sethan uses a free action. Sethan occupies a 10 ft. cone originating from Alessi in any direction of his choice. Creatures can occupy this space without a movement speed penalty.

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

Age Reversal. When a creature enters or starts their turn in the same space as your Stand, you force them to attempt a DC 17 Dexterity saving throw. On a failure, they lose one hit die (from their maximum hit points), one feature of their choice, not including Ability Score Improvements, and 1 ability score point of their choice. After 5 uses, they revert to a child, changing their size to Small. This lasts for 24 hours or until Sethan is de-summoned. If they succeed, they fail their next instance of this feature. This can only effect a creature once per round. Alessi may double these effects for 2 Spirit Points.


Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Back to Main Page5e HomebrewCampaign SettingsJoJo's Bizarre Adventure WorldBestiary (JJBA Setting)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!