Cameo (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 Charlatan background, and as such does not follow traditional CR.

Cameo[edit]

Medium humanoid (Human), neutral evil


Armor Class 17 (natural armor)
Hit Points 77 (14d6 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 20 (+5)

Saving Throws Str +7, Con +7
Skills Athletics +7, Deception +10, Sleight of Hand +5, Stealth +5
Senses passive Perception 10
Languages English, Arabic
Challenge 14 (11,500 XP)


Spirit Points. Cameo has 14 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Evasion. When Cameo is targeted by an area effect that lets him make an Dexterity 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 Cameo is grappling a creature or being grappled by a creature, his and Judgement's attacks automatically hit the creature and deal an additional 5 damage. Cameo 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, Cameo may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

ACTIONS

Multiattack. Cameo or Judgement makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, Judgement appears anywhere within 5 feet of Cameo or is unsummoned. If Judgement is reduced to 0 hit points, it can not be summoned for 1 hour.


Originally just another liar and cheat, Cameo was granted a Stand 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, who he had tracked to an island in the Red Sea. Tricking Polnareff into creating a pair of clay zombies in the form of his sister Sherry and his mentor Muhammad Abdul. Having lost the will to fight, the zombies descended on him, only to be swiftly destroyed by a blast of fire from the real Abdul, who was hiding out on the island disguised as his own father to gather materials for their journey across the Red Sea and into Egypt. After finding Cameo's underground hideout, they messed with him a little before burning him to a crisp.


Judgement[edit]

Medium elemental (Stand), neutral evil


Armor Class 24 (natural armor)
Hit Points 77 (14d6 + 28)
Speed 30 ft.


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

Saving Throws Str +12, Con +12
Skills Athletics +12, Deception +10, Sleight of Hand +5, Stealth +5
Senses passive Perception 10
Languages English, Arabic
Challenge 14 (11,500 XP)


Manifestation of Will. Judgement acts on Cameo's turn and uses his actions, bonus actions, and reactions. If both Cameo and Judgement are targeted by an effect, only Judgement is targeted. Judgement can only move up to 120 ft. of Cameo, and moves in parallel with Cameo when he moves beyond the 120 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Judgement, 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 Judgement, and it is no longer invisible to them. Judgement can phase through creatures and objects, and Cameo share Judgement's senses.

Exploit Weakness. On a hit with Judgement's unarmed strikes, Cameo may spend 1 spirit point to decrease the target's AC to a maximum penalty of -5 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 slashing damage.

Hail 2 U! (3 Spirit Points). Judgement creates any Medium or smaller object or creature that has a rarity of Legendary or lower out of clay, causing it to function and appear real at a glance, but can be discerned as still being made of clay with a successful DC 20 Investigation check when a creature takes the Search action and return to being clay after 1 hour, and Judgement may only have 3 clay creations at a time. Creatures created in this way are mechanically identical to Judgement and take the appearance and voice of a creature Cameo has seen and heard or that another creature who asks Cameo to create has seen and heard.

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



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