DIO (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 Sideshow Stand User class and Criminal background, and as such does not follow traditional CR.

DIO[edit]

Medium humanoid (human), lawful evil


Armor Class 21 (natural armor)
Hit Points 150 (16d6 + 12d10 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 16 (+3) 14 (+2) 20 (+5)

Saving Throws Dex +11, Con +9, Int +11, Cha +13
Skills Deception +13, Insight +10, Intimidation +13, Persuasion +13, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 12
Languages English, French, Latin
Challenge 28 (120,000 XP)


Spirit Points. DIO has 28 spirit point which he may expend. All spirit points are regained at the end of a long rest.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of DIO's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal DIO may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, DIO does not age or need to sleep, and he counts as one size larger for the sake of how much he can push, pull, or lift.

Brainstorm. When DIO is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Regeneration. When DIO is brought down to 0 hit points, he may spend 1 spirit point to instead drop to 1 hit point. If he would be killed by the hit, he must spend 1 additional spirit points to do so and is incapacitated until the end of his next turn. You may spend 1 additional spirit point to regain an additional 19 (2d6 + 12) hit points when he does so. If DIO loses any body parts, but they are still intact and within reach, he can spend 1 spirit point as a free action to reattach it.

Evasion and Endurance. When DIO is targeted by an area effect that lets him make a Dexterity or Constitution 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.

Goodbye, JoJo! DIO can walk across vertical and difficult terrain as if it was solid ground.

Denting Blows. If DIO is grappling a creature or being grappled by a creature, his and The World's attacks automatically hit the creature and deal an additional 8 damage. DIO 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, DIO may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Stand Power! (3 Spirit Points). For 1 minute with concentration, DIO and The World's attacks score a critical hit on a roll of 18-20, and both DIO and The World may take an action on each of his turns.

ACTIONS

Multiattack. DIO or The World makes three dagger or unarmed strike attacks.

Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Dramatic Pose. DIO gains advantage on the next saving throw he makes before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.

It was I, DIO! (1 Spirit Point).One creature that can hear DIO must attempt a DC 14 Charisma saving throw. On a failure, they are stunned until the end of their next turn. This can be used as a bonus action for 1 additional spirit point.

Hypnotize (2 Spirit Points). One creature within 30 feet must attempt a DC 14 Charisma saving throw. On a failure, you hypnotize them with your vampiric charisma, charming them for 1 minute or until they take any radiant damage. Dio may spend 2 additional spirit points to force the target to attempt a DC 14 Dexterity saving throw. On a failure, a spike made of your flesh stabs itself through the target's forehead, causing the above effects to last until the flesh bud is removed. A creature attempting to remove the flesh bud must spend an action to attempt a DC 14 Dexterity or Strength saving throw, followed by a DC 14 Acrobatics or Athletics skill check. If they fail the saving throw, the creature with the flesh bud inside them dies instantly. If they fail the skill check, they become subject to this feature's effects. A removed flesh bud is mechanically identical to DIO, but has 15 hit points and no spirit points, is Tiny, and can only move and use its action to reinject itself into another creature in the same manner as using this action without the spirit point cost.

Bloodlust (1 Spirit Point). DIO gains 12 temporary hit points , he is resistant to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, is bloodlusted, regains 19 (2d6 + 12) hit points at the end of each of his turns that he has at least 1 hit point and has not taken radiant damage since the beginning of his previous turn, and he gains the following actions for 1 hour or until he isn't bloodlusted.

Blood Drain (1 Spirit Point). As a bonus action, DIO gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he dealt unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When he reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by DIO.
Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within DIO's reach that is not an elemental, construct, or undead is killed instantly and DIO regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfills his daily requirement of food and water.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning, piercing, or slashing damage.

Summon Stand. As a bonus action, The World appears anywhere within 5 feet of DIO or is unsummoned.


Now with the power of The World, DIO's associates grew into a globe-spanning network of dangerous people, and his plot for total domination of life only grew. Through Jonathan's body, DIO could feel the other Joestars, if vaguely, but that information was enough to know that they would one day come to reclaim Jonathan's body. Still, his knowledge of Gravity had taught him that facing off against the Joestars would spell disaster for him, instead sending his assassins, though most would die, and Kakyoin and Polnareff would actually join the Joestars. When the Joestar group arrived at his mansion in Cairo, he was more than prepared to face them, with Vanilla Ice, his strongest underling, killing two crusaders and severely injuring Polnareff by himself, and DIO killing Joseph and Kakyoin in the streets, leaving only Jotaro Kujo. However, Jotaro's unbreakable pride, equal Stand power, and stance on the side of justice allowed him to keep up with DIO, even after absorbing Joseph's blood to finalize his connection with Jonathan's body.


The World[edit]

Medium elemental (Stand), chaotic evil


Armor Class 27 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 26 (+8) 12 (+1) 16 (+3) 14 (+2) 20 (+5)

Saving Throws Dex +16, Con +9, Int +11, Cha +13
Skills Deception +13, Intimidation +13, Insight +10, Persuasion +13, Stealth +16
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 12
Languages English, French, Latin
Challenge 28 (120,000 XP)


Manifestation of Will. The World acts on DIO's turn and uses his actions, bonus actions, and reactions. Whenever The World takes damage, DIO instead takes half as much damage. Any feature that effects DIO also effects The World. Any effects that target The World affect DIO instead, though any attack rolls or saving throws made as part of the effect are still made against The World. If both DIO and The World are targeted by an effect, only The World is targeted. The World can only move up to 10 ft. of DIO, and moves in parallel with DIO when he moves beyond the 10 ft. radius.

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

Exploit Weakness. On a hit with The World's unarmed strikes, DIO may spend 1 spirit point to decrease the target's AC to a maximum penalty of -8 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.

S-Tier Power. The World counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

The World's true power will finish you off! (1/day). The first time The World stops time, it costs 1 fewer spirit points.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (1d6 + 14) bludgeoning damage.

Time Stop (1 Spirit Point). As a full turn action, The World may attempt to stop time. At the beginning of DIO's next turn if he does not lose concentration, stop times until the end of his next turn. While time is stopped, time does not pass and all other creatures count as being unconscious in a way that ignores features or effects that would reduce the effects of being unconscious such as being immune to the condition, and any ranged or thrown attacks you make do not take effect until time resumes.

Quick Time Stop (1 Spirit Point). DIO stops time until the end of his turn. This may be used as a bonus action for 1 additional spirit point.

REACTIONS

Reactive Time Stop (1 Spirit Point). When DIO is subjected to the effects of time stop caused by another creature, he may become immune to the effects of stopped time until the end of his next turn.

Defensive Time Stop (1 Spirit Point). When DIO or The World is targeted by any effect, The World may stop time until the end of DIO's reaction and he may move up to half his movement speed. If DIO and The World are no longer within the effected area of the effect at the end of this movement, they are not targeted by it.

S-Tier Speed. When The World or a creature within its reach are hit by a ranged weapon attack or are forced to attempt a Dexterity saving throw for an effect that deals damage, the damage the creature takes from the attack is reduced by 29 (1d10 + 24). DIO may spend 1 spirit point as part of this reaction to regain his reaction.

Variant: Jonathan's Stand

While not often used, especially not in combat, DIO has some access to the Stand present in Jonathan Joestar's lifeforce, which was awakened alongside the world, granting him the following actions:

Jonathan's Stand. As a bonus action, DIO's reach increases by 15 feet and his unarmed strikes deal 16 (1d4 + 14) slashing damage.

Psychography . DIO creates an image through any non-transparent medium, such as a camera or television. Roll a d20. On a 1, DIO is only able to see half of his target. On a 20, DIO can see the entire target and surroundings up to 60 feet. DIO must know your target's general appearance. If they are a humanoid, DIO must also know their name. If they are a humanoid, DIO must succeed a Deception check with a DC equal to their passive perception or the target knows that someone was trying to locate them. If the medium used to locate a person is a piece of technology capable of generating sound and the target is aware, they can talk to DIO, though he can not talk to them.



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