Mario Zucchero (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 Entertainer background, and as such does not follow traditional CR.

Mario Zucchero[edit]

Medium humanoid (Human), lawful evil


Armor Class 16 (natural armor)
Hit Points 55 (10d6 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Str +5, Dex +6
Skills Acrobatics +6, Deception +8, Sleight of Hand +6, Stealth +6
Senses passive Perception 11
Languages Italian
Challenge 10 (5,900 XP)


Spirit Points. Zucchero has 10 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Zucchero 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 Zucchero is grappling a creature or being grappled by a creature, his and Soft Machine's attacks automatically hit the creature and deal an additional 4 damage. Zucchero 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, Zucchero may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Espionage Expert. While Zucchero has at least 1 spirit point, he has advantage on Dexterity (Stealth) checks.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Summon Stand. As a bonus action, Soft Machine appears anywhere within 5 feet of Zucchero or is unsummoned.


Born in 1976, Zucchero represented the typical member of Naples Gestione Giochi d'Azzardo, a team of the Passione mafia, under Capo Polpo, strong and power-hungry, but dull-witted and of weak spirits. Following Polpo's death, he and his partner Sale deduced that Bruno Bucciarati had been trusted to hide their boss' fortune, and thus was the only man trying who could retrieve it. By deflating the boat Bruno planned on taking to Capri with his Stand and wrapping it around another, he was able to create the perfect environment to ambush Team Bucciarati, and even successfully deflated and hid four of its members. However, its second in command was able to figure out his ability, allowing Bucciarati himself to open a temporary hole in the boat, forcing Zucchero to either cancel his power or drown. Following an extreme torture session, Zucchero was left tied up and unconscious on the boat, shortly followed by his partner.


Soft Machine[edit]

Medium elemental (Stand), lawful evil


Armor Class 20 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 22 (+6) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Str +5, Dex +10
Skills Acrobatics +10, Deception +8, Sleight of Hand +10, Stealth +10
Senses passive Perception 11
Languages Italian
Challenge 10 (5,900 XP)


Manifestation of Will. Soft Machine acts on Zucchero's turn and uses his actions, bonus actions, and reactions. Whenever Soft Machine takes damage, Zucchero instead takes half as much damage. Any feature that effects Zucchero also effects Soft Machine. Any effects that target Soft Machine affect Zucchero instead, though any attack rolls or saving throws made as part of the effect are still made against Soft Machine. If both Zucchero and Soft Machine are targeted by an effect, only Soft Machine is targeted. Soft Machine can only move up to 5 ft. of Zucchero, and moves in parallel with Zucchero when he moves beyond the 5 ft. radius.

Exploit Weakness. On a hit with Soft Machine's unarmed strikes, Zucchero may spend 1 spirit point to decrease the target's AC to a maximum penalty of -4 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage.

Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage, and Zucchero may spend 5 spirit points to force the target to make a DC 18 Constitution saving throw. On a failure, they become restrained and unconscious, and the target and anything they are carrying becomes able to squeeze through spaces as small as 1/8th of an inch as they deflate and become elastic until Zucchero becomes unconscious or ends this effect at will.

Self Deflation (1 Spirit Point). As a bonus action, Zucchero becomes prone, and he and anything he is carrying can squeeze through spaces as small as 1/8th of an inch until he becomes unconscious or ends this feature at will.


Six months later, Zucchero would be among the traitors contacted by Passione's Boss, Giorno Giovanna, with an offer to potentially rejoin. Teaming back up with Sale, the two now also joined by Pannacotta Fugo, he was given orders to eliminate the rogue Sezione Droghe. Sale and Zucchero were lured to their enemy's lair, though they believed they discovered it all on their own, and while Sale was killed, Zucchero would be tortured once again, but under the effects of Massimo Volpe's Manic Depression, he broke immediately. Working against Passione once again, he was sent against Sheila E, but was outwitted by her Voodoo Child. In the end, he succumbed to Manic Depression's effects, dying a painful death.



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