Dr. Ferdinand (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Dr. Ferdinand[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 13
Hit Points 60 (11d8 + 11)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 15 (+2) 17 (+3) 17 (+3)

Saving Throws Int +6, Wis +7
Skills Acrobatics +7, Animal Handling +7, Athletics +5, Deception +7, Insight +7, Intimidation +7, Investigation +6, Medicine +7, Nature +6, Perception +7, Performance +7, Sleight of Hand +7, Stealth +7
Senses passive Perception 17
Languages English, German
Challenge 11 (7,200 XP)


Stand Proud Focus. Dr. Ferdinand 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 Dr. Ferdinand 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 4 "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 Dr. Ferdinand 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. Dr. Ferdinand can consume rocks as if they were food.

Spirit Points. Dr. Ferdinand has 9 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

I Will Stand Above That Flock of Pigeons and I Will Control Them... One beast or monstrosity within 45 feet becomes a dinosaur of the same size that is charmed by him. He may have up to 8 of these dinosaurs turned at a time, 2 of which can be Medium or Large, and none of which may be Huge or larger.

Kkoo! Kkoo! One of Dr. Ferdinand's dinosaurs becomes a fossil. A creature must succeed a DC 21 Perception check to differentiate them from a normal object. Dr. Ferdinand may end this effect at will.


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[Source]

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