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Guccio (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!
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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.

Guccio[edit]

Medium humanoid (Human), neutral evil


Armor Class 10 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 12 (+1) 13 (+1) 13 (+1) 16 (+3)

Saving Throws Str +6
Skills Deception +5, Sleight of Hand +2
Senses passive Perception 11
Languages English
Challenge 3 (700 XP)


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

Exchange Blows. When Guccio takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of his turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They 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 Guccio 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. Guccio has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Survivor. All creatures within an 85 ft. radius to attempt a DC 17 Intelligence saving throw at the end of their turn for 1 minute. On a failure, they must attack the closest creature on their turn. On a hit, they deal an amount of additional damage equal to their level or CR to the target and themselves. Each foot of water counts as half as much when determining this feature's area of effect.


GuccioWalk.png
[Source]

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