Dio Brando, Burned (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 Rogue and Sideshow class and Criminal background, and as such does not follow traditional CR.

Dio Brando[edit]

Medium humanoid (human), lawful evil


Armor Class 17 (natural armor)
Hit Points 111 (4d8 + 11d10 + 32)
Speed 30 ft.


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

Saving Throws Dex +8, Int +8
Skills Acrobatics +8, Deception +11, Intimidation +6, Perception +12, Persuasion +6, Stealth +8
Senses passive Perception 22
Languages English, French, Latin
Challenge 16 (15,000 XP)


Spirit Points. Dio has 11 spirit point which he may expend. All spirit points are regained at the end of a long rest.

Sneak Attack (1/Turn). Dio deals an extra 7 (2d6) damage when he hits a target with a weapon attack that uses Dexterity and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't

Cunning Action. Dio can take the dash, disengage, or hide, or Use an Object action as a bonus action.

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 16 (2d6 + 9) 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.

Endurance. When Dio is targeted by an area effect that lets him make a 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.

ACTIONS

Multiattack. Dio makes two dagger or unarmed strike attacks.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 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 15 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 15 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.

Bloodlust (1 Spirit Point). Dio gains temporary hit points , he is resistant to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, is bloodlusted, regains 16 (2d6 + 9) 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: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning, piercing, or slashing damage.


Dio_wheelchair.png
[Source]

As his fight with Jonathan raged on in their burning childhood home, Dio was eventually skewered on the Statue of the Goddess of Love in the center of their foyer. The next night, when all others had cleared, Wang Chan, the very man who had sold Dio the poison and ratted him out to the police, dug through the ruins, only for a hand to skewer his throat; Dio was still alive despite it all. Converting Wang Chan into his first zombie minion. As he wandered London's streets, claiming Jack the Ripper as his second minion, he set his sights on the perfect place to begin his conquest; the rural village of Windknight's Lot. Its relatively large population would grant him a host of lives to steal, while its high stone wall extended the night and limited escape routes. Sending Wang Chan to assassinate Jonathan as he feasted on the town and grew stronger, he learned of his brother's miraculous recovery and of the strange new power he wielded.


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