Formaggio (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.

Formaggio[edit]

Medium humanoid (Human), chaotic evil


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


STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 15 (+2) 19 (+4) 15 (+2)

Saving Throws Dex +7, Int +6
Skills Animal Handling +8, Athletics +6, Deception +6, Perception +8, Sleight of Hand +7, Stealth +7
Senses passive Perception 18
Languages Italian
Challenge 12 (8,400 XP)


Stand Proud Focus. Formaggio takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Formaggio takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 4 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He 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 Formaggio successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. Formaggio has 8 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


Formaggio_Infobox_Anime.png
[Source]

Little Feet[edit]

Medium elemental (Stand), —


Armor Class 18 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 13 (+1) 15 (+2) 19 (+4) 15 (+2)

Saving Throws Dex +10, Int +6
Skills Animal Handling +8, Athletics +6, Deception +6, Perception +8, Sleight of Hand +10, Stealth +10
Senses passive Perception 18
Languages Italian
Challenge 12 (8,400 XP)


Manifestation of Will. Any feature that effects Formaggio also effects Little Feet. Any damage Little Feet takes is instead dealt to Little Feet user. Any effect that targets either Little Feet or user targets both of them. The Stand user can summon or de-summon Little Feet as a bonus action. If Little Feet user becomes unconcious, Little Feet instantly de-summons. Little Feet and Formaggio use the same action and bonus action, but moving Little Feet uses a free action. Little Feet can only move up to 5 ft. of Formaggio, and moves in parallel with him when he moves beyond the 5 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Little Feet, 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 Little Feet, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by Little Feet is also seen by the user.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Shrink Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) piercing damage and the target must make a DC 16 Constitution saving throw. If they fail, they shrink by 1 size category at the end of each of their turns. On a success, they shrink by 1 size category every 3 turns. For every size category they shrink, any damage they deal and their movement speed is reduced by 1/3. The shrinking last for as long as Little Feet is summoned, and Formaggio can only have3 creatures under this effect at a time. If this shrinking ends, the effected creature immediately returns to their normal size.

Shrink. As an action, 1 object Little Feet touches that is no larger than a 15 ft. cube begins to shrink by 1 foot per minute. This can be done up to 8 times, regaining all uses at the end of a long rest, or half as many uses as a bonus action for 1 spirit point. This can be done on up to 8 times, and he can end this effect on 1 object or creature, as well as any objects they are carrying, as a bonus action, returning it to its original size. If it is inside a creature, they take an amount of force damage equal to the object's weight, as listed in the below table. If a shrunk creature is atop a shrunk object when it is returned to normal size, they can instantly move 50 ft. in any direction of their choice.

Formaggio Shrink. Formaggio, Little Feet, and any objects they are carrying become Tiny and they have advantage on Stealth checks. He can do this up to 8 times, regaining all uses at the end of a long rest.

REACTIONS

Temporary Formaggio Shrink (1 Spirit Point). When he is attacked, Formaggio and Little Feet become Tiny, the attack misses, they move 1/3 of their movement speed (10 ft.), can not have opportunity attacks be made against them, and then return to normal size at the end of this movement.

Little_Feet_%282%29.png
[Source]
Weight (lb.) Damage Die
1-4 1d6
5-9 2d6
10-29 3d6
30-49 4d6
50-99 5d6
100-199 10d6
200+ 20d6

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