Impostor Captain Tennille (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 Sailor background, and as such does not follow traditional CR.

Impostor Captain Tennille[edit]

Medium humanoid (Human), neutral evil


Armor Class 17 (natural armor)
Hit Points 91 (14d6 + 42)
Speed 30 ft., swim 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Con +8
Skills Athletics +6, Deception +8, Nature +4, Perception +6
Senses passive Perception 16
Languages English
Challenge 14 (11,500 XP)


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

Evasion. When Captain Tennille is targeted by an area effect that lets him make an Dexterity 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 Captain Tennille is grappling a creature or being grappled by a creature, his and Dark Blue Moon's attacks automatically hit the creature and deal an additional 5 damage. Captain Tennille 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, Captain Tennille may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Powerful Lungs. Captain Tennille can hold his breath for 7 minutes and can survive 6 rounds of suffocation.

ACTIONS

Multiattack. Captain Tennille or Dark Blue Moon 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, Dark Blue Moon appears anywhere within 5 feet of Captain Tennille or is unsummoned.

Intimidate (1 Spirit Point). One creature that can hear Captain Tennille must succeed a DC 17 Charisma saving throw. On a failure, they are stunned until the end of their next turn. This can be used as a bonus action for 1 additional spirit points.


Real name Tony Dragon, this man was a natural born Stand user and career criminal, having been responsible for multiple maritime assassinations, most not being discovered until years after the fact, if at all. 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 hired a charter from the real Captain Tennille from Hong Kong to Singapore. Killing the captain and feeding him to the sharks and impersonating him, he was taken aback when Jotaro revealed that he could discern Stand users by their nose's reaction to his cigarette smoke. While this was an outright lie, the impostor touching his nose revealed him regardless. After fighting and losing to Jotaro in his own domain after pulling him overboard, he was left to die in the ocean, using his last breath to detonate the bombs he had scattered across the ship, sinking it.


Dark Blue Moon[edit]

Medium elemental (Stand), neutral evil


Armor Class 21 (natural armor)
Hit Points
Speed 30 ft., swim 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 22 (+6) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Con +11
Skills Athletics +6, Deception +8, Nature +4, Perception +6
Senses passive Perception 16
Languages English
Challenge 14 (11,500 XP)


Manifestation of Will. Dark Blue Moon acts on Captain Tennille's turn and uses his actions, bonus actions, and reactions. Whenever Dark Blue Moon takes damage, Captain Tennille instead takes half as much damage. Any feature that effects Captain Tennille also effects Dark Blue Moon. Any effects that target Dark Blue Moon affect Captain Tennille instead, though any attack rolls or saving throws made as part of the effect are still made against Dark Blue Moon. If both Captain Tennille and Dark Blue Moon are targeted by an effect, only Dark Blue Moon is targeted. Dark Blue Moon can only move up to 60 ft. of Captain Tennille, and moves in parallel with Captain Tennille when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Dark Blue Moon, 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 Dark Blue Moon, and it is no longer invisible to them. Dark Blue Moon can phase through creatures and objects, and Captain Tennille share Dark Blue Moon's senses.

Exploit Weakness. On a hit with Dark Blue Moon's unarmed strikes, Captain Tennille 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.

It's a bad idea to underestimate me, boy. While underwater, Dark Blue Moon's unarmed strikes deal twice as much damage and Captain Tennille may spend 1 spirit point when he uses his Multiattack to grant any of Dark Blue Moon's unarmed strikes a range of 30/60 feet, and at the end of his turn, any targets must attempt a DC 19 Strength saving throw. On a failure, they are thrown a number of feet equal to 5 times the number of attacks that hit them on Captain Tennille's turn and are knocked prone. On a success, they are pushed half as far.

Siege Monster. Dark Blue Moon deals twice as much damage to objects.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage.

Where were you planning on dropping that cigarette? (1 Spirit Point). Dark Blue Moon forces up to 5 sea creatures with a total CR up to 14 within 5 miles of it to make a DC 19 Charisma saving throw. On a failure, they are charmed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Where I reign supreme, the undersea realm! (1 Spirit Point). As a full turn action, Dark Blue Moon can create a whirlpool. Any creatures within 120 ft. of Dark Blue Moon move 15 ft. closer to it at the end of each of Captain Tennille's turns. This ends if he loses concentration or does not continue doing full turn actions to maintain this feature, during which he may make an unarmed attack against every creature within the whirlpool. Every consecutive round spent maintaining a whirlpool grants a +1 bonus to this attack's attack and damage rolls to a maximum of +5.

Take a good, hard look at your Stand! (1 Spirit Point). As a bonus action immediately after Dark Blue Moon hits a creature with an unarmed strike, they must succeed a DC 19 Intelligence saving throw at the end of each of their turns until they succeed. On a failure, they have their Strength or Constitution score reduced by 1. When their score is reduced to 0, they are paralyzed instead of being killed outright. If they do not succeed the saving throw for 3 rounds of being paralyzed, they drop to 0 hit points and are killed.



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