Dio Brando (JJBA Supplement)
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Dio Brando[edit]
Medium humanoid (human), lawful evil Armor Class 20 (natural armor)
Saving Throws Dex +11, Int +10 Spirit Points. Dio has 18 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. Oh? You're approaching me? Dio has advantage on Intelligence ability checks and saving throws. ACTIONSMultiattack. Dio makes three dagger attacks and an unarmed strike or four unarmed strike attacks. Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) 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 17 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 17 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. Hinjaku Hinjaku (2 Spirit Points). One creature Dio is grappling is petrified for as long as he are grappling them and 1 minute after he releases his grapple or until they take damage, they take 6 additional damage from all sources that bypasses resistance and damage threshold, and they are killed isntantly if they are reduced to 0 hit points. They may attempt a DC 17 Constitution or Wisdom saving throw at the end of each of their turns he is not grappling them, ending this effect early on a success. Space Ripper Stingy Eyes (1 Spirit Point). Every creature in a 60 ft. line must attempt a DC 17 Dexterity saving throw, taking 18 (5d6 + 3) piercing damage on a failure. This counts as a critical failure on a roll of 1-2. 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.
REACTIONSInstant Freeze (1 Spirit Point). When Dio is targeted by a melee attack that wouldn't deal fire, lightning, or radiant damage, he immediately attempts to grapple them. On a successful grapple attempted in this way, he may immediately use Hinjaku Hinjaku as part of the same reaction. |
By the time Jonathan Joestar and his master William Zeppeli, alongside Speedwagon, arrived in Windknight's Lot, Dio had already consumed as many lives as a normal person would have slices of bread in their life. Sending his two strongest minions against the two in hopes of not needing to fight his own brother again, he realized his own weakness when a stronger Jonathan confronted him on his own front door alongside three new allies. Fully losing his compassion, he quickly dealt with Dire and set his sights on Jonathan, allowing his minions to hold off the other intruders. After an arduous battle, Dio was fatally struck in the chest with a Scarlet Overdrive, sending him careening off the balcony of his highest tower, though he was able to quickly cut off his own head, stopping the Hamon from spreading to his head and killing him. Without a body, he was carried by Wang Chan, his first minion, as they traced Jonathan's whereabouts, ambushing him on a ship destined for the Americas where he was supposed to start his honeymoon. While he was able to kill Jonathan, the battle sank the ship and killed his zombies, though not even this would spell the end for Dio. |
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