Andre Boomboom (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Andre Boomboom[edit]

Medium humanoid (Human), lawful evil


Armor Class 11
Hit Points 19 (3d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 9 (-1) 12 (+1) 12 (+1)

Saving Throws Con +4
Skills Insight +3, Medicine +3, Persuasion +3
Senses passive Perception 11
Languages English
Challenge 3 (700 XP)


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

Exchange Blows. When Andre takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during their 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 Andre successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Andre has 3 Spirit Points which they 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.


Andr%C3%A9_Boom_Boom_Infobox_Manga.png
[Source]

Tomb of the Boom 2[edit]

Medium elemental (Stand), any alignment


Armor Class 13 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 9 (-1) 16 (+3) 12 (+1)

Saving Throws Con +4
Skills Insight +5, Medicine +5, Persuasion +3
Senses passive Perception 13
Languages English
Challenge 3 (700 XP)


Manifestation of Will. Any feature that effects Andre also effects the Stand. Any damage the Stand takes is instead dealt to Andre. Any effect that targets either the Stand or Andre targets both of them. Andre can summon or de-summon the Stand as a bonus action. If Andre becomes unconscious, the Stand instantly de-summons. the Stand and Andre use the same action and bonus action, but moving the Stand uses a free action. the Stand can only move up to 45 ft. of Andre, and moves in parallel with Andre when they move beyond the 15 ft. radius.

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.

Do I look like a stork? Tomb of the Boom may completely transform the shape of any metal within 5 ft. of it at will. If the metal is part of an attack, such as a thrown steel ball or longsword, it may attempt a Strength saving throw against the attack roll, causing the attack to fail and the weapon to be destroyed on a success. It may spend 1 spirit point to cause this to automatically succeed.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and Andre may spend 1 spirit point to force them to make a DC 13 Strength saving throw. On a failure, any metal objects are attracted toward them. Objects are attracted from twice as far as the range listed at the bottom of the page, and move as far as the listed range at the beginning of each of Andre's turns. The objects make an attack roll using Tomb of the Boom's Strength modifier. This effect ends if your Stand is not within 60 ft. of them. While within 15 ft., these attacks have advantage, and while within 5 ft. they have advantage.


Tomb_of_the_Boom_2_Infobox_Manga.png
[Source]
Weight (lb.) Distance (ft.) Damage Die
1-4 70 1d6
5-9 60 2d6
10-29 50 3d6
30-49 40 4d6
50-99 30 5d6
100-199 20 10d6
200+ 10 20d6

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