Iggy (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 Tiny Beast background, and as such does not follow traditional CR.

Iggy[edit]

Tiny beast (Boston Terrier), chaotic neutral


Armor Class 19 (natural armor)
Hit Points 66 (1d4 + 18d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 8 (-1) 13 (+1) 16 (+3)

Saving Throws Dex +9, Con +6
Skills Acrobatics +9, Nature +5, Sleight of Hand +9, Stealth +9, Survival +7
Senses passive Perception 11
Languages Understands English but can not speak
Challenge 19 (22,000 XP)


Spirit Points. Iggy has 18 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Iggy is targeted by an area effect that lets him make a Constitution 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 Iggy is grappling a creature or being grappled by a creature, his and The Fool's attacks automatically hit the creature and deal an additional 6 damage. Iggy 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, Iggy may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Iggy has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Iggy 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, Iggy may take the dash action and disengage action.

Stand Proud Focus. Iggy has a +3 bonus to initiative rolls.

Pack Tactics. Iggy has advantage on an attack roll against a creature if at least one of the his allies is within 5 feet of the creature and the ally isn't incapacitated.

Canine. Iggy has advantage on Wisdom (Perception) checks that rely on smell or sight and may take the Dash action as a bonus action if he does not take the Attack action.

ACTIONS

Multiattack. Iggy or The Fool makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, The Fool appears anywhere within 5 feet of Iggy or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Iggy and The Fool's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, and both Iggy and The Fool may take an action on each of his turns.


Iggy was a pure bread Boston terrier bought by a man by the name of Mr. Electra in Brooklyn. However, within the first few months of living with the man, it became clear that Iggy was nothing more than a status symbol to him; a decoration, just like his other dogs. In response to Iggy's disobedient behavior, he was treated poorly, often being given sand in place of treats the others received. During this time, Iggy awakened his Stand, often using it to steal food. Eventually, Iggy simply left, wandering the streets of New York as a superpowered menace, where he was quickly apprehended by Joseph Joestar and Muhammad Abdul, the first two Stand users he had ever met, and contained by the Speedwagon Foundation. When Joseph and Abdul, alongside Jotaro, Kakyoin, and Polnareff, made it to Egypt on their quest to defeat DIO, Iggy was deployed as their unreliable ace in the hole. Originally believing these humans to be as dumb and unrespectable as his original owner, he regularly ignored threats to their lives, but he slowly came to enjoy their presence. When the gang invaded DIO's mansion, he, Polnareff, and Abdul were separated from the others and forced to face Vanilla Ice, who quickly killed Abdul in a surprise attack meant for all three. After he and Polnareff were severely wounded, Iggy used the last of his strength to save Polnareff, allowing him to score his own sneak attack on their attacker and ultimately defeat him.

The Fool[edit]

Medium elemental (Stand), neutral good


Armor Class 19 (natural armor)
Hit Points 66 (1d4 + 18d6)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 10 (+0) 8 (-1) 13 (+1) 16 (+3)

Saving Throws Dex +12, Con +6
Skills Acrobatics +12, Nature +5, Sleight of Hand +12, Stealth +12, Survival +7
Senses passive Perception 11
Languages Understands English but can not speak
Challenge 19 (22,000 XP)


Bound Stand. The Fool acts on Iggy's turn and uses his actions, bonus actions, and reactions. The Fool does not fall unconscious or make death saving throws while at 0 hit points. Whenever The Fool takes damage while it has 0 hit points, Iggy instead takes half as much damage. Any feature that effects Iggy also effects The Fool. Any effects that target The Fool affect Iggy instead, though any attack rolls or saving throws made as part of the effect are still made against The Fool. If both Iggy and The Fool are targeted by an effect, only The Fool is targeted. The Fool can only move up to 10 ft. of Iggy, and moves in parallel with Iggy when he moves beyond the 10 ft. radius.

Exploit Weakness. On a hit with The Fool's unarmed strikes, Iggy may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 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.

Tunneler. The Fool can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage.

Sand Wings (1 Spirit Point). As a bonus action, The Fool gains a flying speed equal to its movement speed, and its carrying capacity is doubled for 1 minute.

Sand Waves (1 Spirit Point). As a bonus action, The Fool's unarmed strikes gain a range of 30 feet for 1 minute.

Sand Dome (1 Spirit Point). The Fool becomes a dome with a radius of up to 10 feet. This dome counts as full cover, but The Fool becomes petrified until this feature ends. Iggy can spend 1 additional spirit point to double the size of the dome.

Sand Doppelganger (1 Spirit Point). As a bonus action, The Fool transforms into any object or creature with a size category equal to its own for 1 minute. It may end this effect early as a bonus action, and it ends automatically if it takes damage. Creatures may discover that the object is The Fool by succeeding a DC 15 Perception check when they take the Search action.




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