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D-I-S-C-O (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.

D-I-S-C-O[edit]

Medium humanoid (Human), lawful neutral


Armor Class 17
Hit Points 127 (15d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 25 (+7) 18 (+4) 16 (+3) 18 (+4) 15 (+2)

Saving Throws Dex +12, Cha +7
Skills Acrobatics +12, Athletics +9, Deception +7, Insight +9, Intimidation +7, Investigation +8, Medicine +9, Nature +8, Perception +9, Performance +7, Sleight of Hand +12, Stealth +12, Survival +9
Senses passive Perception 19
Languages English
Challenge 15 (13,000 XP)


Stand Proud Focus. D-I-S-C-O 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 D-I-S-C-O takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or their Stand can make 1 additional melee attack on each of their turns. They can only have up to 5 "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 D-I-S-C-O 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.

Chocolate D-I-S-C-O. D-I-S-C-O has a 40 ft. square with the middle of an edge 5 ft. from him that stays in that relation to him no matter how he moves. Additionally, D-I-S-C-O has 3 bonus actions and reactions.

Spirit Points. D-I-S-C-O has 14 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

Teleportation. As a bonus action, one object or creature within the area effected by Chocolate D-I-S-C-O is teleported to another area within Chocolate D-I-S-C-O. If it would appear above a creature's space, that creature must make a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning or piercing damage, depending on the object, in addition to any secondary effects that the object may have.

Manipulation. One weapon that is not being held or worn by a creature that is in Chocolate D-I-S-C-O's range is controlled as per the Spiritual Weapon spell as long as it stays inside the grid.

REACTIONS

Redirect. When a ranged attack is made against D-I-S-C-O that passes over the grid created by Chocolate D-I-S-C-O, D-I-S-C-O teleports the incoming projectile to a different square in the grid. The projectile keeps its incoming speed and direction. This can cause the attack to miss, or potentially hit another creature. If it would be aimed to hit a creature, D-I-S-C-O may double or halve its damage, and rolls with his own Dexterity modifier.

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