Dio Brando, Variant (5e Creature)

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Dio Brando, 2nd Variant[edit]

medium undead (vampire), lawful evil


Armor Class 19 (natural armor)
Hit Points 134 (20d8 + 40)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 10 (+0) 20 (+5) 15 (+2)

Saving Throws Str +6, Dex +10, Con +8, Int +6, Wis +11, Cha +8
Skills Athletics +6, Deception +8, Intimidation +8, Insight +11, Perception +11
Damage Resistances Necrotic
Senses darkvision 120 ft., passive Perception 21
Languages all
Challenge 20 (25,000 XP)


The Greatest High. When Dio drains blood with his Bloodthirst ability, he experiences a surge of vitality. His speed increases to 65 feet, and he gains advantage on Strength and Dexterity checks and saving throws for 1 minute. Furthermore, if Dio kills a creature using Bloodthirst, it raises as an undead using the zombie version of its statblock under his control.

Vampiric Nature. Dio has advantage on saving throws against being charmed, and magic can't put him to sleep. Furthermore, he completes a long rest in half the time and remains conscious, though immobile, while doing so. Dio has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when he, the target of his attack, or whatever he is trying to perceive is in direct sunlight. His attacks count as magical damage for the purposes of overcoming resistances and immunities. When Dio is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, due to his regenerative capability, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He is immune to disease and poison. Dio can reroll a failed saving throw by spending 1 spirit point. He does not require food or water, does not feel the frailty of old age, and cannot be aged magically.

Feast of Blood (1/day). When Dio hits a creature with a melee attack, he can deal 11 extra necrotic damage to the target.

Drain Vitality. When Dio hits another creature with a melee attack, he can spend 1 spirit point. The target must then succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.

Wall Climb. Dio can move along vertical surfaces and across liquids on his turn without falling during the move.

Spirit Points. Dio has 17 spirit points that he can expend and which recharge on a short rest.

Spellcasting. Dio is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Dio has the following spells prepared:

Cantrips (at will): chill touch (4d8 damage, can target a second creature within 5 feet of the first), toll the dead (4d8/4d12, can target a second creature within 5 feet of the first), guidance (self only), resistance (self only)

1st level (4 slots): false life, ray of sickness, inflict wounds, bane

2nd level (2 slots):

ACTIONS

Multiattack. Dio can make two Muda or The World's Muda attacks. If The Ultimate Stand! is active, Dio can instead make three The World's Muda attacks.

Muda. Melee Attack: +10 to hit, range 5 ft., one target. Hit: 9 (1d10) + 4 bludgeoning damage. Dio can also make another Muda attack as a bonus action following this one, or he can expend 1 spirit point to make a third Muda attack.

The World's Muda. Melee Attack: +11 to hit, range 10 ft., one target. Hit: 10 (1d10) + 5 force damage. Dio can also make another The World's Muda attack as a bonus action following this one, or he can spend 1 spirit point to make a third The World's Muda attack. Once per turn, Dio can deal an extra 1d10 damage when he hits with this feature.

Bloodthirst. Melee Attack: +6 to hit, range 5 ft., one target who is willing, restrained, incapacitated, or grapped by Dio. Hit: 1 piercing damage and 3 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dio regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Toki yo Tamare! Dio expends a 2nd level spell slot and chooses a humanoid that he can see within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed for one minute, as long as Dio concentrates on this ability. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Peace of Mind. Dio can use his action to end one effect on himself that is causing him to be charmed or frightened.

The World! Bonus Action: Dio can spend 1 spirit point to summon The World for 10 minutes or until he is incapacitated or dies. When he does so, each creature of his choice that he can see within 10 feet of him must succeed on a 19 Dexterity saving throw or take 11 (2d10) force damage. While The World is present, Dio can use his Wisdom modifier in place of his Strength modifier when making Strength checks and Strength saving throws, and can make The World's Muda attacks. As a bonus action, or as part of the bonus action above, Dio can spend 1 spirit point to gain additional abilities for 10 minutes, or until he is incapacitated or dies. While this is present, Dio gains the following benefits: He can see normally in darkness, both magical and nonmagical, to a distance of 120 feet; he has advantage on Wisdom (Insight) and Charisma (Intimidation) checks; and when he speaks, he can direct his words to a creature of his choice that he can see within 60 feet of him, making it so only that creature can hear him. Alternatively, he can amplify his voice so that all creatures within 600 feet can hear him.

The Ultimate Stand! Bonus Action: Dio can spend 5 spirit points to gain all of the benefits of The World! and awaken his Stand for 10 minutes. This awakening ends early if he is incapacitated or dies. While The World is awakened, Dio gains a +2 bonus to Armor Class (total 21).

REACTIONS

It's not an illusion! When he is hit by a ranged weapon attack, Dio can use The World to try and grab the missile. When he does so, the damage he takes from the attack is reduced by 27 (1d10 + 22). If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If Dio catches a missile in this way, he can spend 1 spirit point to make a ranged attack (+9 to hit, range 20/60 feet, one target) with the weapon or piece of ammunition he just caught, as part of the same reaction. If both abilities of The World! are active, Dio can use this feature whenever he takes acid, cold, fire, force, lightning, or thunder damage, but this only reduces it by 10 (1d10 + 5).

Stand Jump. When Dio falls, he can reduce any falling damage he takes by 85.

270px-Dio_PB_Infobox_Manga.png
Dio Brando, JoJo's Bizarre Adventure: Part 1: Phantom Blood Manga. Credits to Hirohiko Araki.

Originally a man of low birth but peerless ambition, Dio is a villain of little conscience, vast cunning, and an insatiable hunger for power. After becoming a vampire and later a Stand user, Dio has gathered around him many minions and is responsible for many major events of the JoJo's Bizarre Adventure series, from the death of Jonathan Joestar to the Joestar Family's sudden acquisition of Stand power, and his legacy persists throughout the series.



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