Gray Fly (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 Class (JJBA Supplement) class and Criminal background, and as such does not follow traditional CR.

Gray Fly[edit]

Small humanoid (Human), chaotic evil


Armor Class 18 (natural armor)
Hit Points 17 (7d6 - 7)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Int +6, Wis +7
Skills Deception +15, History +6, Intimidation +10, Perception +7, Sleight of Hand +8, Stealth +8
Senses passive Perception 17
Languages English, Arabic
Challenge 14 (11,500 XP)


Spirit Points. Gray Fly has 14 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Gray Fly is targeted by an area effect that lets him make an Intelligence or Wisdom saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Denting Blows. If Gray Fly is grappling a creature or being grappled by a creature, his and Tower of Gray's attacks automatically hit the creature and deal an additional 5 damage. Gray Fly may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Gray Fly may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Gray Fly has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Gray Fly completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Gray Fly may take the dash action and disengage action.

ACTIONS

Multiattack. Gray Fly or Tower of Gray makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, Tower of Gray appears anywhere within 5 feet of Gray Fly or is unsummoned.


A natural born Stand user, Gray Fly is a career criminal, having been responsible for multiple mass killings, particularly on planes and trains. Due to his Stand power, as well as the strength of his soul as a sinner, he was sought out by DIO, who recruited him to kill Jotaro Kujo, Joseph Joestar, Muhammad Abdul, and Noriaki Kakyoin, who had all boarded a plane from Japan to Egypt. While he was able to kill the other passengers, his powers were no match for the crusaders, even in such an enclosed space.


Tower of Gray[edit]

Tiny elemental (Stand), neutral good


Armor Class 27 (natural armor)
Hit Points
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 8 (-1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Int +6, Wis +7
Skills Deception +15, History +6, Intimidation +10, Perception +7, Sleight of Hand +13, Stealth +18
Senses passive Perception 17
Languages English, Arabic
Challenge 14 (11,500 XP)


Manifestation of Will. Tower of Gray acts on Gray Fly's turn and uses his actions, bonus actions, and reactions. Whenever Tower of Gray takes damage, Gray Fly instead takes half as much damage. Any feature that effects Gray Fly also effects Tower of Gray. Any effects that target Tower of Gray affect Gray Fly instead, though any attack rolls or saving throws made as part of the effect are still made against Tower of Gray. If both Gray Fly and Tower of Gray are targeted by an effect, only Tower of Gray is targeted. Tower of Gray can only move up to 25 ft. of Gray Fly, and moves in parallel with Gray Fly when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Tower of Gray, 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 Tower of Gray, and it is no longer invisible to them. Tower of Gray can phase through creatures and objects, and Gray Fly share Tower of Gray's senses.

Exploit Weakness. On a hit with Tower of Gray's unarmed strikes, Gray Fly may spend 1 spirit point to decrease the target's AC to a maximum penalty of -5 until the end of the target's next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them.

The ten bullets wouldn't even touch my Stand! Tower of Gray has advantage on Dexterity saving throws

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 piercing damage. This attack has advantage. Gray Fly may spend 2 spirit points to force the target to make a DC 21 Dexterity saving throw. On a failure, this damage is doubled.

It's right behind you! (1 Spirit Point). Until the beginning of Gray Fly's next turn, attacks against Tower of Gray have disadvantage and Tower of Gray gains a +5 bonus to Dexterity saving throws. This can be used as a bonus action for 1 additional spirit point.

MASSACRE!! When Tower of Gray kills a creature while taking the Attack action, it may immediately take the Attack action after its current Attack action ends.

REACTIONS

I'm planning on doing one hell of a massacre (1 Spirit Point). When Tower of Gray kills a creature, Gray Fly may force any creatures that can see the creature to attempt a DC 21 Charisma saving throw. On a failure, they are frightened for 1 minute. They may retry this saving throw at the start of each of their turns, ending this effect early on a success.


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