Arabia Fats (5e Creature)
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Small humanoid (Human), lawful evil
Stand Proud Focus. Fats 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 Fats takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your 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 Fats 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. Fats has 2 Spirit Points which he may expend. He regains all spirit points at the end of a long rest.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
A a mercenary loyal to DIO's money, Arabia Fats lives a surprisingly care-free life for boiling people alive for a living. Surrounded by luxury in his custom-made ride, he was a high-class assassin up until he fought a single Stand user that could sniff out his trick, upon which his defeat was swift and painful.
Medium elemental (Stand), any alignment
Manifestation of Will. Any feature that effects Arabia Fats also effects The Sun. Any damage The Sun takes is instead dealt to Fats. Any effect that targets either The Sun or Fats targets both of them. Fats can summon or de-summon The Sun as a bonus action. If Fats becomes unconcious, the Stand instantly de-summons. The Sun and Fats use the same action and bonus action, but moving The Sun uses a free action. The Sun can only move up to 60 ft. from Fats, and moves in parallel with him when they move beyond the 60 ft. radius.
Artificial Sun. The Sun sheds bright light for 1000 feet, and dim light for another 1000 feet. At the end of every hour in this light that a creature does not consume a healthy amount of water, they must attempt a DC 10 + 1 for every hour past the first, gaining 1 level of exhaustion on a failure.
Light Ray Energy. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 20 (4d6 + 5) radiant damage. Fats may spend 1 spirit point to gain advantage on this attack roll.