Narancia Ghirga (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 Child background, and as such does not follow traditional CR.

Narancia Ghirga[edit]

Medium humanoid (Human), neutral good


Armor Class 20 (natural armor)
Hit Points 99 (18d6 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 8 (-1) 14 (+2) 18 (+4)

Saving Throws Dex +10, Cha +10
Skills Acrobatics +10, Deception +10, Perception +8, Sleight of Hand +10
Senses passive Perception 18
Languages Italian
Challenge 18 (20,000 XP)


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

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

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

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

ACTIONS

Multiattack. Narancia or Aerosmith makes two attacks with their unarmed strike, or with Aerosmith's machine gun for 1 spirit point.

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

Dramatic Pose. Giorno gains advantage on the next saving throw he makes before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.

Summon Stand. As a bonus action, Echoes Aerosmith, Echoes ACT2, or Echoes ACT3 appears anywhere within 5 feet of Narancia or is unsummoned. Narancia can only have one ACT summoned at a time.

Stand Power! (3 Spirit Points). For 1 minute with concentration, Narancia and Aerosmith'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 Narancia and Aerosmith may take an action on each of his turns.

Fists of Fury (1 Spirit Point). As a bonus action, Narancia gains 18 temporary hit points, he ignores difficult terrain, Aerosmith may make one additional attack when he uses his Multiattack, Aerosmith's machine gun deal 15 (2d6 + 8) bludgeoning damage on a hit, Aerosmith's bomb deals 31 (7d6 + 6) bludgeoning damage on a failure, and he is bloodlusted.


Born in 1983 to a sickly Mela Ghirga and a neglectful father he never learned the name of, Narancia was effectively an orphan by age 10, after his mother died from an eye infection. With nobody making him go to school anymore, he roamed the streets in juvenile gangs, committing petty thefts to keep the one thing that still mattered to him; friendship. This, however, made him easy to manipulate, and it wasn't long before one of his "friends" had him framed for assault to get the cops off his own back. Narancia spent 5 years in a detention center being beaten by guard and being shunned by the other inmates for developing an eye infection. By the time he got out, he was completely despondent, digging through trash cans for his meals and sleeping in alleys and gutters. However, a low-ranking mafioso named Pannacotta Fugo took pity on him, inviting him to dinner with his boss, Bruno Bucciarati, who not only fed him but got him medical attention. Despite begging the mafiosos to let him join, Bucciarati ordered him to go home and go to school; the life of a gangster isn't for a 15 year old. Six months later, a 16 year old Narancia was inducted into Passione after succeeding in Capo Polpo's test and awakening his Stand, Aerosmith.


Aerosmith[edit]

Small elemental (Stand), neutral good


Armor Class 24 (natural armor)
Hit Points
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 26 (+8) 14 (+2) 8 (-1) 22 (+6) 18 (+4)

Saving Throws Dex +14, Cha +10
Skills Acrobatics +14, Deception +10, Perception +12, Sleight of Hand +14
Senses passive Perception 22
Languages Italian
Challenge 18 (20,000 XP)


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

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

Exploit Weakness. On a hit with Aerosmith's unarmed strikes, Narancia 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 9 bludgeoning damage.

Machine Gun. Ranged Weapon Attack: +14 to hit, range 30/300 ft., one target. Hit: 11 (1d6 + 8) piercing damage. This can also be used as a bonus action.

Bomb (3 Spirit Points). Aerosmith chooses one point within 60 feet of it. Each creature within a 20-foot radius of the point must make a DC 20 Constitution saving throw. On a failure, they take 24 (5d6 + 6) bludgeoning damage. On a success, they take half as much damage. This may be used as a bonus action immediately after Narancia uses his Multiattack for 2 additional spirit points.

CO2 Radar (1 Spirit Point). Aerosmith learns the location of any sources of carbon dioxide within 30 feet of it, and it knows the amount of carbon dioxide a creature of each size category typically produces.


As the second youngest member of La Squadra Guardie del Corpo as of 2001, second only to its newest member Giorno Giovanna, Narancia was brought along to recover Polpo's fortune, nearly being killed by and later torturing Mario Zucchero, and shortly after to transport the Boss's only daughter, Trish, from Capri to himself in San Giorgio Maggiore. However, after going through all the effort to complete their mission, which brought Narancia in direct conflict with the traitorous La Squadra Esecuzioni's Formaggio, the Boss moved to kill Trish, whom Bruno and his team had become close to. Barely escaping with their lives, Bruno offered his team the opportunity to stay with Passione, which Narancia turned down at the last moment, being unable to bear abandoning or being abandoned by his friends.

Following Trish's advice, the team moved to use Abbacchio's Stand to reveal the Boss's identity in Sardinia, where he met her mother, though they were now pursued by the members of La Unità Speciale. With an image of the Boss's face and help from a mysterious stranger, the team learned his identity, Diavolo, and his goal, to use the arrow to awaken the ultimate power. However, during the final confrontation with the Boss, Narancia was suddenly killed in a sneak attack, his body laid to rest in a bed of flowers from his hometown.


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