Gray Fly (JJBA Supplement)
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Medium humanoid (Human), chaotic evil
Armor Class 13 (natural armor)
Saving Throws Cha +7
Stand Proud Focus. Gray takes 3 less damage from piercing, slashing, and bludgeoning damage.
Exploit the Armor. When Gray 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 Gray Fly takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Tower of Gray can make 1 additional melee attack on each of their turns. He can only have up to 3 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, Gray may expend that stack to cause it to deal full critical damage.
Spirit Points. Gray Fly has 4 spirit points which he may expend. He regains all spirit points at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.
Tower of Gray
Tiny elemental (Stand), chaotic evil
Armor Class 22 (natural armor)
Saving Throws Cha +7
Manifestation of Will. Any feature that effects Gray also effects Tower. Any damage Tower takes is instead dealt to Gray. Any effect that targets either Gray or Tower targets both of them. Gray can summon or de-summon Tower as a bonus action. If Gray becomes unconcious, Tower instantly de-summons. Tower and Gray use the same action and bonus action, but moving Tower uses a free action. Tower can only move up to 10 ft. from Gray, and moves in parallel with him when he moves beyond the 25 ft. radius.
Invisible Force. Only Stand users and creatures with any form of spellcasting can see Tower, 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/objects and everything seen by Tower is also seen by Gray.
Nimble. Tower has advantage on Dexterity saving throws.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.
Massacre!! (1 Spirit Point) As a bonus action after Tower kills a creature, it contests an Intimidation check with their Wisdom or Constitution save. On their failure, they are frightened and their movement speed becomes 0 for 1 minute. They may retry this contest at the end of each of their turns, ending this effect early on their success.
Tower Needle (2 Spirit Points). As a bonus action after a successful unarmed strike, the target must attempt a Dexterity saving throw with a DC equal to Tower's remaining movement speed + 8. On a success, Tower's movement speed becomes 0 and the creature makes an unarmed strike against it. On a failure, they are reduced to 0 hit points. Creatures may add their Dexterity modifier to this saving throw an additional time for every size category above medium they are.
'Illusory Speed. Attacks against Tower have disadvantage until the beginning of its next turn. It may spend 1 spirit point to use this as a bonus action.
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