Ghiaccio (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 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.


Medium humanoid (Human), lawful neutral

Armor Class 17 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 60 ft.

17 (+3) 25 (+7) 15 (+2) 24 (+7) 17 (+3) 20 (+5)

Saving Throws Dex +12, Cha +10
Skills Acrobatics +12, Arcana +12, Intimidation +10, Insight ye, Nature +12, Perception +8, Sleight of Hand +12
Senses passive Perception 18
Languages Italian
Challenge 15 (13,000 XP)

Stand Proud Focus. Ghiaccio takes 3 less damage from piercing, slashing, and bludgeoning damage. Any Intimidation checks against Ghiaccio automatically fail.

Exploit the Armor. When Ghiaccio 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.

Exchange Blows. When Ghiaccio takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Purple Haze can make 1 additional melee attack on each of their turns. He can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during his 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. When landing an extra attack granted by Exchange Blows, Ghiaccio may expend that stack to cause it to deal full critical damage.

The One With Stronger Resolve... Is Me... (1 Spirit Point). When Ghaiccio is reduced to 0 hit points, he is instead reduced to 1. This can happen up to 4 times, regaining all uses at the end of a long rest.

White Album: Gently Weeps. Any ranged attacks against Ghaiccio bounce around the frozen air around him until the beginning of his next turn, upon which he may target another creature with them. The damage roll for this is their original damage roll + 10 (1d20).

Spirit Points. Ghiaccio has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage and 11 (2d10) cold damage, and they must make a DC 20 Constitution saving throw. On a failure, the limb that was struck by his fist becomes completely useless until the end of the creature's next turn. If an arm was frozen, they can only hold/use one-handed weapons and items and they have disadvantage in any actions that require the use of both arms. If it was a leg, their movement is halved and any action that requires the use of both legs has disadvantage.

Ice Shell. As a bonus action, Ghaiccio gains +2 AC until the end of his next turn.

Freeze. As a bonus action, any 1 object Ghaiccio is touching or is within 15 ft. becomes frozen. If the target is a creature, they must make a DC 15 Dexterity saving throw. On a failure, the creature's movement speed becomes 0 and their melee attacks have disadvantage until the end of their next turn, and they take 4 (1d8) cold damage. Ghaiccio can spend 1 spirit point on a failure, they become paralyzed for the same duration and take an additional 5 (1d8) cold damage.

Blast Freeze (1 Spirit Point). Every creature within 10 ft. must make a DC 15 Dexterity saving throw. On a failure, the creature's movement speed becomes 0 and their melee attacks have disadvantage until the end of their next turn, and they take 4 (1d8) cold damage.


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