Diavolo (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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Diavolo[edit]

Medium humanoid (Human), lawful evil


Armor Class 15 (natural armor)
Hit Points 178 (17d8 + 102)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 21 (+5) 22 (+6) 18 (+4) 16 (+3) 19 (+4)

Saving Throws Str +11, Cha +10
Skills Acrobatics +11, Animal Handling +9, Athletics +11, Deception +10, Insight +9, Intimidation +10, Medicine +9, Perception +9, Persuasion +10, Sleight of Hand +11, Stealth +11
Senses passive Perception 19
Languages Italian
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If Diavolo fails a saving throw, he can choose to succeed instead.

Stand Proud Focus. Diavolo takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Diavolo takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He 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 Diavolo successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Diavolo 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: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Epitaph. As a full turn action, Diavolo becomes aware of everything that will happen within 30 ft. of him until the start of his next turn. He can use the ready action as a free action, any attack made against him have disadvantage, and he gains advantage on all saving throws. Diavolo cannot activate this feature on the round after it ends. He may spend 1 spirit point to cause any attack that hits him during Epitaph to deal half damage.

Transform. As a bonus action, Diavolo becomes Vinegar Doppio at the beginning of his next turn, missing the same number of hit points from his maximum.


Diavolo_watching_Giorno.png
[Source]

King Crimson[edit]

Medium elemental (Stand), lawful evil


Armor Class 20 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 18 (+4) 16 (+3) 19 (+4)

Saving Throws Str +16, Cha +10
Skills Acrobatics +11, Animal Handling +9, Athletics +16, Deception +10, Intimidation +10, Insight +9, Medicine +9, Perception +9, Persuasion +10, Sleight of Hand +11, Stealth ye
Senses passive Perception 19
Languages Italian
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects Diavolo also effects King Crimson. Any damage King Crimson takes is instead dealt to Diavolo. Any effect that targets either King Crimson or user targets both of them. Diavolo can summon or de-summon King Crimson as a bonus acton. If Diavolo becomes unconcious, the Stand instantly de-summons. King Crimson and Diavolo use the same action and bonus action, but moving King Crimson uses a free action. King Crimson can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see King Crimson, 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 King Crimson, and it is no longer invisible to them. King Crimson can phase through creatures/objects and everything seen by King Crimson is also seen by Diavolo.

'You're not getting away! While grappling a creature, King Crimson's attacks deal maximum damage against the creature it is grappling.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 x 6) bludgeoning damage. This can only benefit from Exchange Blows while King Crimson is in Diavolo's space, and can only hit once per turn.

Time Erase. As an action, Diavolo becomes unable to be detected in any manner by any creature until the end of his next turn. All rolls made by hostile creatures are made with a disadvantage. At the start of his next turn, time returns to normal and everyone other than Diavolo forgets what has transpired between now and the moment he activated "Time Erase" because it never happened; only the results of those events remain (i.e. damage sustained, movement, etc). While "Time Erase" is active, Diavolo and King Crimson cannot affect others and they cannot affect them. Using this feature 4 times within 1 minute gives Diavolo 1 level of exhaustion. He can spend 1 spirit point to reset the amount of times he has used it.

REACTIONS

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 x 6) bludgeoning damage. This can only benefit from Exchange Blows while King Crimson is in Diavolo's space, and can only hit once per turn. Can only be used when a creature attempts to escape a grapple, and automatically causes them to fail the check.

Such Futility (1 Spirit Point). Diavolo uses "Time Erase" and can move up to his movement speed. He can spend additional 1 spirit point upon using this to cause all creatures to fail their attack rolls against him during Time Erase.



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