Pet Shop (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 Tiny Beast background, and as such does not follow traditional CR.

Pet Shop[edit]

Tiny beast (Falcon), chaotic neutral


Armor Class 19 (natural armor)
Hit Points 66 (1d4 + 18d6)
Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 8 (-1) 13 (+1) 16 (+3)

Saving Throws Dex +9, Con +6
Skills Acrobatics +9, Nature +5, Sleight of Hand +9, Stealth +9, Survival +7
Senses passive Perception 11
Languages Understands Arabic but can not speak
Challenge 19 (22,000 XP)


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

Endurance. When Pet Shop 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 Pet Shop is grappling a creature or being grappled by a creature, his and Horus's attacks automatically hit the creature and deal an additional 6 damage. Pet Shop 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, Pet Shop may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

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

Pack Tactics. Pet Shop has advantage on an attack roll against a creature if at least one of the his allies is within 5 feet of the creature and the ally isn't incapacitated.

Avian. Pet Shop has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. Pet Shop or Horus makes two attacks with their unarmed strike. Pet Shop may spend 1 spirit point to grant Horus' unarmed strikes 30/120 feet of range for this action.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Summon Stand. As a bonus action, Horus appears anywhere within 5 feet of Pet Shop or is unsummoned.

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


The pride and joy of a talented bird keeper in Cairo alongside Pet Sounds, Pet Shop is a naturally-ruthless falcon. When DIO was unsuccessful in getting the birds' trainer on his side, he was murdered and his prized possessions were turned into DIO's sentries: Pet Shop watching the front door and Pet Sounds watching the back. When DIO's mansion was found by one of the Joestar Group's informants, Pet Shop gave him and his car the Death Penalty. Iggy would've likely been next, the two animal Stand users strangely drawn to each other, but with some quick thinking he was able to duck down into the sewers where his power over earth would be on par with Pet Shop's power over water, where a surprise attack allowed Iggy to crush Pet Shop's beak mid-icicle, blowing up the bird's brain.


Horus[edit]

Medium elemental (Stand), neutral good


Armor Class 19 (natural armor)
Hit Points 66 (1d4 + 18d6)
Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 10 (+0) 8 (-1) 19 (+4) 16 (+3)

Saving Throws Dex +12, Con +6
Skills Acrobatics +12, Nature +5, Sleight of Hand +12, Stealth +12, Survival +10
Senses passive Perception 14
Languages Understands Arabic but can not speak
Challenge 19 (22,000 XP)


Bound Stand. Horus acts on Pet Shop's turn and uses his actions, bonus actions, and reactions. Horus does not fall unconscious or make death saving throws while at 0 hit points. Whenever Horus takes damage while it has 0 hit points, Pet Shop instead takes half as much damage. Any feature that effects Pet Shop also effects Horus. Any effects that target Horus affect Pet Shop instead, though any attack rolls or saving throws made as part of the effect are still made against Horus. If both Pet Shop and Horus are targeted by an effect, only Horus is targeted. Horus can only move up to 15 ft. of Pet Shop, and moves in parallel with Pet Shop when he moves beyond the 15 ft. radius.

Exploit Weakness. On a hit with Horus's unarmed strikes, Pet Shop 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: +12 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) cold damage.

Ice Trap. Horus lays a 5-foot cube trap anywhere within its reach that lasts for 1 hour. When a creature enters the same space as a trap, they must succeed a DC 18 Perception check or have their movement speed drop to 0 until the end of their next turn and take 16 (1d4 + 6 x 2) cold damage. This can be used as a bonus action for 1 spirit point.

Deep Freeze (2 Spirit Points). One creature Horus is grappling becomes petrified and they take 6 additional damage from all sources which bypasses resistance and damage threshold and are killed instantly if they are reduced to 0 hit points. This lasts for as long as it is grappling them and 1 minute after it releases its grapple or until they take damage. They may attempt a DC 18 Constitution or Wisdom saving throw at the end of each of their turns it is not grappling them, ending this effect early on a success.

Death Penalty (1 Spirit Point). As a full turn action, Horus shapes a meteoric block of ice. At the beginning of Pet Shop's next turn if it does not lose concentration, every creature in a 20 foot radius area no farther than 120 feet from Horus must attempt a DC 18 Dexterity saving throw. On a failure, they take 22 (5d6 + 4) bludgeoning and cold damage. On a success, they take half as much damage.

Instant Freeze. As a bonus action, any uncontained water within a 5 ft. radius of Horus is frozen solid instantly.

REACTIONS

Ice Shield (1 Spirit Point). When a creature within 5 ft. is targeted by an attack or Dexterity saving throw, they gain three-quarters cover until the end of Pet Shop's next turn.

Quick Freeze (1 Spirit Point). When a creature within Horus' reach is targeted by a melee attack that wouldn't deal fire, lightning, or radiant damage, it may immediately attempt to grapple them. On a successful grapple attempted in this way, you may immediately use Deep Freeze as part of the same reaction.



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