Ermes Costello (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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Ermes Costello[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 15 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 13 (+1) 17 (+3) 16 (+3) 20 (+5)

Saving Throws Str +10, Cha +10
Skills Acrobatics +9, Athletics +10, History +8, Intimidation +10, Investigation +8, Perception +8, Sleight of Hand +9, Stealth +9
Condition Immunities Charmed, Frightened
Senses passive Perception 18
Languages English, Spanish
Challenge 14 (11,500 XP)


Stand Proud Focus. Ermes takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Ermes successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Exchange Blows. When Ermes takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she and Kiss can make 1 additional melee attack on each of their turns. She can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during her turn does not consume the stacks. She may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Ermes may expend that stack to cause it to deal full critical damage.

Spirit Points. Ermes has 14 spirit points which she may expend. She regains all spirit points at the end of a long rest.

You probably only know what a ball is from that chick’s memories. When Ermes makes a thrown weapon attack, she can add a Kiss sticker as part of the action, gaining advantage on the attack or making a second identical thrown attack. She is also proficient in improvised weapons.

Right in your grill!' When Ermes takes the attack action, she may spend 2 Spirit Points to attack with both herself and Kiss (i.e. with maximum Exchange Blows stacks, Ermes makes 6 attacks, followed by Kiss making 6 attacks).

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

This “Kiss” is my license for revenge.' Ermes creates up to 3 stickers as an action, to a maximum of 10. These stickers can be stuck to things to duplicate them. Each sticker can last up to 1 minute, after which it falls off. If attached to a creature, they gain 1 of the following:

  • Arms: They may 1 additional attack when they take the attack action and make 1 attack as a bonus action. This may be done a second time for 1 spirit point, allowing 1 additional attack to be made in both instances.
  • Legs: Their jump distances are doubled and their movement speed total is increased by 1/2. This may be done a second time for 1 spirit point, granting a second instance of the bonuses.
  • Vitals: They gain advantage on Constitution saving throws, can hold their breath twice as long, and gain resistance to poison damage and immunity to the poisoned condition.
  • Torso: Their size increases by 1 category.

They can also be removed as a bonus action, or free action if the creature spends 1 spirit point, dealing 17 (3d10) force damage to whatever it was attached to. Ermes can choose to double this damage for 1 spirit point. Once a sticker is removed it can not be reused. Ermes regains all uses at the end of a long rest.

"Revenge" is for settling your score with your own destiny! As a combination action and bonus action, Ermes adds and removes a sticker on a creature's head. They must succeed a DC 17 Dexterity saving throw. On a failure, they take 95 (3d10 + 12d12) force damage and are unconscious for 1 minute. They may retry this saving throw, ending this effect early on a success.


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Source [[1]]

Kiss[edit]

Medium elemental (Stand), neutral good


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 26 (+8) 13 (+1) 17 (+3) 16 (+3) 20 (+5)

Saving Throws Str +14, Cha +10
Skills Acrobatics +13, Athletics +14, History +8, Intimidation +10, Investigation +8, Perception +8, Sleight of Hand +13, Stealth +13
Condition Immunities Charmed, Frightened
Senses passive Perception 18
Languages English, Spanish
Challenge 14 (11,500 XP)


Manifestation of Will. Any feature that effects Ermes also effects Kiss. Any damage Kiss takes is instead dealt to Ermes. Any effect that targets either Kiss or Ermes targets both of them. Abdul can summon or de-summon Kiss as a bonus action. If Ermes becomes unconcious, Kiss instantly de-summons. Kiss and Ermes use the same action and bonus action, but moving Kiss uses a free action. Kiss can only move up to 10 ft. of Ermes, and moves in parallel with Ermes when she moves beyond the 10 ft. radius. Ermes may spend 1 spirit point to increase this range to 120 ft. until the end of her next turn.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Kiss, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Kiss, and it is no longer invisible to them. Kiss can phase through creatures/objects and everything seen by Kiss is also seen by Ermes.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage.



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