Boingo (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 Class (JJBA Supplement) class and Child background, and as such does not follow traditional CR.

Boingo[edit]

Small humanoid (Human), chaotic neutral


Armor Class 15 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Dex +4, Int +5
Skills Acrobatics +4, Performance +6, Sleight of Hand +4, Stealth +4
Senses passive Perception 12
Languages English, Arabic, Coptic
Challenge 7 (2,900 XP)


Spirit Points. Boingo has 7 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Boingo 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 Boingo is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 3 damage. Forever 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, Forever may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Tohth. As a full turn action, or as an action for 1 spirit point, Boingo can use the Ready action as a free action and any attack made against him has a disadvantage while he gains advantage on any saving throws he makes until the end of his next turn. Boingo may grant another creature within 15 feet of him these benefits of this feature as an action without spending spirit points.

Huh? The car? (1 Spirit Point). As a bonus action, Boingo may become aware of any creatures within 120 ft. of him.


Boingo and his older brother Oingo were a pair of orphan brothers growing up in Egypt. When he and his brother received Stands at the hands of Enya and were promised more money than they could fathom if they assassinated Jotaro Kujo, Joseph Joestar, Muhammad Abdul, and Jean Pierre Polnareff, the two decided that any regrets they had about it could be bought away. Following one of Boingo's Stand's predictions, Oingo attempted to assassinate Jotaro with a bomb disguised as an orange, but in disguising himself as Jotaro to not draw suspicion, ended up having it blow up in his own face. He would be hospitalized for months as he racked up debt with the mob, leaving Boingo to not only to avenge his brother, but pay off his debt.

Later joining forces with Hol Horse, the pair underwent both of their second attempts against the Joestars, even hitting them with a truck by following Tohth's fate, but another mishap resulted in Hol Horse being seriously wounded. In the end, Boingo dedicating himself to turning away from evil, though he would have one last adventure before setting down.


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