Melone (JJBA Supplement)
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Melone[edit]
Medium humanoid (human), neutral evil Armor Class 13
Saving Throws Int +10, Cha +7 Stand Proud Focus. Melone takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Melone takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Melone can only have up to 4 "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 that attacks him without using a reaction. All stacks are lost once initiative ends. Exploit the Armor. When Melone 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. Melone has 9 spirit points which they may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Baby Face (2 Spirit Points). While grappling a creature, Melone implants his Stand inside a creature. 4 minutes after, one Junior Generation appears within 5 feet of the creature. If Melone has a sample of a creature's blood, he can inject it as part of this action, allowing it to always be aware of the creature unless they are not on the same plane. Teach (1 Spirit Point). While Melone can communicate with Junior Generation, he spends 10 minutes teaching it one skill, language, or weapon proficiency. If Melone is proficient, this only takes 5 minutes.
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Junior Generation[edit]
Medium elemental (Stand), Armor Class 19 (Natural Armor)
Saving Throws Int +9, Cha +7 Baby Face. When Junior Generation's Strength, Dexterity, Constitution, and Wisdom scores are equal to 2d10 + Melone's relevant modifiers, and it has the same skill proficiencies, personality traits, and personality flaws of the creature used to create Evolution. At the end of each hour, Junior Generation can attempt to make a DC 20 Intelligence saving throw. If it succeeds, all of its ability scores except Intelligence are raised by 1. Ability scores can't be raised above 18 in this way. On a failure, it suffers the effect of the confusion spell and ignores Melone's commands for 10 minutes. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Evolution (1 Spirit Point). As a bonus action, Junior Generation initiates an Evolution saving throw regardless of how long ago the previous Evolution saving throw was. Cubic Dissolution. The Junior dissolves itself and anything it is touching into tiny cubes. It can control these cubes telepathically as a bonus action, and they can only move up to 30 ft. each round. If these cubes are shaped into an object that the Junior has seen before, they assume the form of that object, but a creature that succeeds on a DC 17 Perception check can tell that something is wrong with the object. It gains a flying speed of 40 ft. and can fit through spaces as small as 1 inch, but can not take actions other than ending this effect. Creature Cubic Dissolution. The Junior forces a creature within 5 ft. to succeed DC 17 Constitution saving throw or take 19 (4d8) force damage as they partially become cubes. REACTIONSCubic Division. When the Junior is attacked it gains +5 AC for the duration of the attack, potentially causing the attack to miss. |
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