Arabia Fats (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 Entertainer background, and as such does not follow traditional CR.

Arabia Fats[edit]

Small humanoid (Human), neutral evil


Armor Class 15 (natural armor)
Hit Points 38 (11d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Con +4, Cha +8
Skills Acrobatics +5, Performance +8, Stealth +5, Survival +7
Senses passive Perception 13
Languages English, Arabic
Challenge 11 (7,200 XP)


Spirit Points. Arabia Fats has 11 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Arabia Fats is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Arabia Fats is grappling a creature or being grappled by a creature, his and The Sun's attacks automatically hit the creature and deal an additional 4 damage. Arabia Fats 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, Arabia Fats may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Arabia Fats has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Arabia Fats 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, Arabia Fats may take the dash action and disengage action.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Summon Stand. As a bonus action, The Sun appears anywhere within 5 feet of Arabia Fats or is unsummoned.


Originally an entertaining, if lazy, street magician, Arabia Fats had latent Stand power within him that was awakened when Enya pierced him with an arrow. Shortly after, he was offered a large sum of money by DIO to kill Jotaro Kujo, Joseph Joestar, Noriaki Kakyoin, and Jean Pierre Polnareff. Ambushing the group on their camel trek through the desert between Karachi and the Red Sea, he kept them exhausted by his Stand. When they finally noticed that the sun was still around noon long after what should have been sunset, they attempted to attack it, but were quickly shot back at by the Stand's solar rays. As the group hid under a boulder, their already limited water quickly draining away, they slowly began to realize his trick; he had been tailing them in his mirror car all day. Throwing a rock through his windshield that knocked him unconscious, desummoning The Sun, the group looted his refrigerated snacks and drinks before continuing on their way.


The Sun[edit]

Medium elemental (Stand), neutral evil


Armor Class 21 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 20 (+5) 10 (+0) 12 (+1) 24 (+7) 18 (+4)

Saving Throws Con +4, Cha +8
Skills Acrobatics +9, Performance +8, Stealth +9, Survival +11
Senses passive Perception 17
Languages English, Arabic
Challenge 11 (7,200 XP)


Manifestation of Will. The Sun acts on Arabia Fats's turn and uses his actions, bonus actions, and reactions. Whenever The Sun takes damage, Arabia Fats instead takes half as much damage. Any feature that effects Arabia Fats also effects The Sun. Any effects that target The Sun affect Arabia Fats instead, though any attack rolls or saving throws made as part of the effect are still made against The Sun. If both Arabia Fats and The Sun are targeted by an effect, only The Sun is targeted. The Sun can only move up to 60 ft. of Arabia Fats, and moves in parallel with Arabia Fats when he moves beyond the 120 ft. radius.

Exploit Weakness. On a hit with The Sun's unarmed strikes, Arabia Fats may spend 1 spirit point to decrease the target's AC to a maximum penalty of -4 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.

Artificial Sun. The Sun sheds bright light for 5 miles, and dim light for another 5 miles. At the end of each hour in bright light shed by this feature 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.

ACTIONS

Light Ray (1 Spirit Point). Ranged Weapon Attack: +11 to hit, range 10 miles, one target. Hit: 12 (2d6 + 5) radiant damage, or half as much if they are not beyond 5 miles of The Sun. This can only be used as part of Arabia Fats' Multiattack. This can only be used if the target is in light shed by The Sun's Artificial Light feature.

S-Tier Range (1 Spirit Point). As a bonus action, The Sun's range from Arabia Fats is doubled until the beginning of his next turn. Arabia Fats may spend 1 spirit point when this feature would end to extend its benefits to the beginning of his next turn.

REACTIONS

Searing Blast. When a creature within bright light shed by The Sun's Artificial Light feature moves more than 5 feet or makes an action, The Sun may make an opportunity attack against them with its light ray. On a hit, their movement speed drops to 0 until the beginning of their next turn.



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