Polpo (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 Criminal background, and as such does not follow traditional CR.

Polpo[edit]

Medium humanoid (Human), neutral evil


Armor Class 15 (natural armor)
Hit Points 50 (11d6 + 11)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 20 (+5)

Saving Throws Con +5, Cha +9
Skills Arcana +5, Deception +9, History +5, Stealth +5
Senses passive Perception 11
Languages Italian, Spanish
Challenge 11 (7,200 XP)


Spirit Points. Polpo has 11 spirit points which he can expend. All spirit points are regained at the end of a long rest.

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

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

Giant. While Polpo has at least 1 spirit point, his size increases by 1 category to a minimum of Large, and he gains a +2 bonus to his AC and damage threshold.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Revolver. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 10 (2d8 + 1) piercing damage. Must be reloaded as an action after 6 shots.

Summon Stand. As a bonus action, Black Sabbath appears anywhere within 5 feet of Polpo or is unsummoned.


A feared Caporegime of the Passione mafia, Polpo lead La Squadra Guardie del Corpo and a number of Quartiere in the Naples area, using his Stand's lighter to either test their loyalty, awaken their Stand this the arrow his Stand carries, or kill them. Despite his formidable fortune from his criminal dealings and formidable sway in the Naples justice system, he operated out of a private prison cell, believing it to be the safest place for him. In 2001, he initiated Giorno Giovanna into his ranks, but upon his return, Giorno secretly transformed the revolver Polpo kept for self defense into a banana, only undoing the transformation when one end was already in the capo's mouth.


Black Sabbath[edit]

Medium elemental (Stand), neutral evil


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


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 22 (+6) 12 (+1) 12 (+1) 20 (+5)

Saving Throws Con +10, Cha +9
Skills Arcana +5, Deception +9, History +5, Stealth +10
Senses passive Perception 11
Languages Italian, Spanish
Challenge 11 (7,200 XP)


Manifestation of Will. Black Sabbath acts on Polpo's turn and uses his actions, bonus actions, and reactions. Whenever Black Sabbath takes damage, Polpo instead takes half as much damage. Any feature that effects Polpo also effects Black Sabbath. Any effects that target Black Sabbath affect Polpo instead, though any attack rolls or saving throws made as part of the effect are still made against Black Sabbath. If both Polpo and Black Sabbath are targeted by an effect, only Black Sabbath is targeted. Black Sabbath can only move up to 120 ft. of Polpo, and moves in parallel with Polpo when he moves beyond the 120 ft. radius.

Exploit Weakness. On a hit with Black Sabbath's unarmed strikes, Polpo 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.

Shadow Power. While in dim light, Black Sabbath can move up to 240 ft. of Polpo and it gains half cover, and while in darkness it can be any distance from him and gains three-quarters cover. If light changes in a way that puts Black Sabbath outside of its range, Polpo takes 14 (4d6) necrotic damage at the end of each turn it is outside its range.

Remote Summoning. Black Sabbath is bound to a lighter. If this lighter changes states, such as by being damaged or turned off, Black Sabbath is automatically summoned anywhere within 5 feet of it and it is no longer bound to the object.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage. This automatically scores a critical hit against creatures Black Sabbath is grappling.

Shadow Blend (1 Spirit Point). While Black Sabbath is in dim light or darkness, it becomes invisible for 1 minute with concentration or until it takes an action, bonus action, or reaction. This can also be used as a reaction to Black Sabbath being summoned while bound.



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