Doobie (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 class 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 is not follow traditional CR.


Medium undead, neutral evil

Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.

16 (+3) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Saving Throws Str +6, Dex +6, Con +6
Skills Acrobatics +6, Athletics +6, Intimidation +2, Nature +2, Perception +4, Stealth +6
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages English
Challenge 6 (2,300 XP)

Undead Fortitude. If damage reduces Doobie to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.

Regeneration. Doobie regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If the zombie takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If it would be killed, it must spend 2 spirit points and become incapacitated until the end of his next turn.

Sunlight Hypersensitivity. Doobie takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when it enters direct sunlight.


Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage and the zombie regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under their control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

Snakes. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) poison damage and the target must succeed a DC 14 Constitution saving throw or become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. This has advantage against a creature if it is the first time they have seen him use it.

Source [1]

As sadistic, dangerous, and loyal as any of Dio Brando's zombie minions, Doobie was the most successful of his various zombie-animal hybrids, bearing multiple snakes that live inside his skull. While not much of a match for a trained Hamon user, he is a brutal foe for any normal human.

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