Diego Brando, the World (JJBA Supplement)
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Alternate Universe Diego Brando[edit]
Medium humanoid (Human), lawful evil Armor Class 14
Saving Throws Str +9, Dex +9 Stand Proud Focus. Diego 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 Diego 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 Diego 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. Scary Monsters. Diego can consume rocks as if they were food. Spirit Points. Diego has 14 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. Knife Throw. Thrown Weapon Attack: +9 to hit, reach 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Time Stop. As a full turn action, Diego stops time for 2 rounds. During this time, he is the only creature that can act or sense anything, his movement speed is doubled, his knife throw is a DC 29 Strength or Dexterity saving throw instead of an attack roll, dealing half as much damage on a success, and his attacks automatically count as criticals. This only applies to creatures not within the Time Stop. Diego can use this 5 times, with each additional use granting him 1 level of exhaustion. The number of times he has used this action resets at the end of a long rest. He may spend 1 spirit point to double the duration of this effect so long as he has no levels of exhaustion. If he is subject to another Time Stop, he may choose to move normally inside it for 2 rounds as a reaction. REACTIONSMUDA. As a reaction to being targeted by an attack, Diego and The World negates the attack, moves toward them up to 30 ft., and makes an unarmed strike against them, dealing an additional 7 (2d6) bludgeoning damage on a hit. This movement does not provoke opportunity attacks. Diego may spend 1 spirit point to move behind the creature and not attack them, becoming hidden from them until they use an action to look for him or until he would otherwise be made known. IT WAS ME. As a reaction to an ally being targeted by an attack, Diego and The World negates the attack, moves toward them up to 60 ft., and makes an unarmed strike against them. This movement does not provoke opportunity attacks. DIO may spend 1 spirit point to knock them 10. ft away, also causing the creature's attack rolls to be made with disadvantage for the rest of their turn. They must then succeed a DC 24 Dexterity saving throw or become prone. |
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The World[edit]
Medium elemental (Stand), any alignment Armor Class 12 (natural armor)
Saving Throws Str +9, Dex +13 Manifestation of Will. Any feature that effects Diego also effects the World. Any damage the World takes is instead dealt to Diego. Any effect that targets either the World or Diego targets both of them. Diego can summon or de-summon the World as a bonus action. If Diego becomes unconscious, the World instantly de-summons. Diego and the World use the same action and bonus action, but moving the World uses a free action. The World can only move up to 10 ft. of Diego, and moves in parallel with Diego when they move beyond the 15 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user. ACTIONSUnarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage. Knife Throw. Thrown Weapon Attack: +13 to hit, reach 20/60 ft., one target. Hit: 10 (1d4 + 8) piercing damage.
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