Pannacotta Fugo (JJBA Supplement)
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Pannacotta Fugo[edit]
Medium humanoid (Human), chaotic good Armor Class 19 (natural armor)
Saving Throws Str +9, Con +9 Spirit Points. Fugo has 19 spirit points which he can expend. All spirit points are regained at the end of a long rest. Endurance. When Fugo 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 Fugo is grappling a creature or being grappled by a creature, his and Purple Haze's attacks automatically hit the creature and deal an additional 6 damage. Fugo 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, Fugo may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point. Long Travels. Fugo has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Fugo 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, Fugo may take the dash action and disengage action. Stand Proud Focus. Fugo has a +3 bonus to initiative rolls. Menace. While bloodlusted, Fugo gains a +3 bonus to Athletics checks and Charisma saving throws. ACTIONSMultiattack. Fugo or Purple Haze makes two attacks with his 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, Purple Haze appears anywhere within 5 feet of Fugo or is unsummoned. Stand Power! (3 Spirit Points). For 1 minute with concentration, Fugo and Purple Haze'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 Fugo and Purple Haze may take an action on each of his turns. Fists of Fury (1 Spirit Point). As a bonus action, Fugo gains 29 temporary hit points, he ignores difficult terrain, Purple Haze may make one additional attack when he uses his Multiattack, Purple Haze's unarmed strikes deal 21 (2d6 + 14) bludgeoning damage on a hit, and he is bloodlusted.
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Born in 1985, Fugo excelled academically from a young age, boasting an IQ of 152 and even entering law school at 12. However, with such success came pressure from his family, save for his grandmother, which manifested as an barely-controlled temper. However, the life that had been built for him came crashing down when he hospitalized one of his professors with an encyclopedia, leading to him being ejected and disowned. The situation was never investigated, though rumors circulated regarding remarks from the professor of the recent passing of Fugo's grandmother, as well as attempted coercion. Despite going from the golden child of a wealthy family to a homeless thief, Fugo still excelled, with his knowledge of the law keeping him out of any serious trouble. In the end, it wasn't the law that caught him, but a mafioso by the name of Bruno Bucciarati, who was impressed by his skills and offered him a position on his team. Fugo would become an official member of Passione following Capo Polpo's test, which awakened his Stand, Purple Haze. Despite having one of the stronger Stands in La Squadra Guardie del Corpo, Fugo would mostly be kept out of combat due to its indiscriminate nature. Following Bruno's ascension to Capo following Polpo's untimely demise, Fugo became one of a small team entrusted with a mission straight from the boss; to transport his only daughter Trish from Capri to himself in San Giorgio Maggiore, all the while fighting off the rogue La Squadra Esecuzioni, being particularly influential in fighting off Illuso. However, when the team arrived in San Giorgio Maggiore, the boss moved to kill Trish, whom the team had grown close to, an encounter that Bucciarrati barely survived. Given the choice to follow his Capo or remain a part of Passione, Fugo was the only one to choose the latter. However, this would not be the end of Fugo's heartache. |
Purple Haze[edit]
Medium elemental (Stand), chaotic good Armor Class 24 (natural armor)
Saving Throws Str +14, Con +14 Manifestation of Will. Purple Haze acts on Fugo's turn and uses his actions, bonus actions, and reactions. Whenever Purple Haze takes damage, Fugo instead takes half as much damage. Any feature that effects Fugo also effects Purple Haze. Any effects that target Purple Haze affect Fugo instead, though any attack rolls or saving throws made as part of the effect are still made against Purple Haze. If both Fugo and Purple Haze are targeted by an effect, only Purple Haze is targeted. Purple Haze can only move up to 15 ft. of Fugo, and moves in parallel with Fugo when he moves beyond the 15 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Purple Haze, 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 Purple Haze, and it is no longer invisible to them. Purple Haze can phase through creatures and objects, and Fugo share Purple Haze's senses. Exploit Weakness. On a hit with Purple Haze's unarmed strikes, Fugo 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. S-Tier Power. Purple Haze counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. ACTIONSUnarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (1d6 + 14) bludgeoning damage. Virus Capsule (6/day). As a bonus action immediately after Purple Haze deals at least 12 damage with an unarmed strike, a 10 ft. radius cloud of purple gas that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it appears, centered on Purple Haze. This area is lightly obscured, and any creature that spends any amount of time in this cloud must make a DC 22 Constitution saving throw at the end of each of their turns until the cloud disperses. On a failure, they take poison damage equal to Purple Haze's unarmed strike damage and are poisoned until the end of their next turn. On a success, they take half as much damage.
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