Prosciutto (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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Prosciutto[edit]

Medium humanoid (Human), lawful evil


Armor Class 18 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 16 (+3)

Saving Throws Con +9, Wis +10
Skills Arcana +7, Athletics +8, Deception +8, History +7, Insight +10, Investigation +7, Perception +10, Religion +7, Stealth +8
Senses passive Perception 20
Languages Italian
Challenge 14 (11,500 XP)


Stand Proud Focus. Prosciutto takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Prosciutto 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.

Exchange Blows. When Prosciutto takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and The Grateful Dead can make 1 additional melee attack on each of their turns. He can only have up to 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Prosciutto may expend that stack to cause it to deal full critical damage.

You're a damn mammoni. While Prosciutto is unconcious, any creatures within 5 ft. must succeed a DC 22 Constitution saving throw. On a fail, the creature takes 11 (3d6) Necrotic damage and ages according to Rapid Aging, on a success they take half as much damage and do not age. Prosciutto may spend 3 Spirit Points on his turn while he is stable to regain consciousness and 1 hit point if he was at 0, but he becomes stunned until the beginning of his next turn.

Spirit Points. Prosciutto has 12 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.


Prosciutto_anime.png
[Source]

The Grateful Dead[edit]

Medium elemental (Stand), lawful evil


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 26 (+8) 14 (+2) 28 (+9) 16 (+3)

Saving Throws Con +13, Wis +14
Skills Arcana +7, Athletics +8, Deception +8, History +7, Investigation +7, Insight +14, Perception +14, Religion +7, Stealth +8
Senses passive Perception 24
Languages Italian
Challenge 14 (11,500 XP)


Manifestation of Will. Any feature that effects Prosciutto also effects The Grateful Dead. Any damage The Grateful Dead takes is instead dealt to Prosciutto. Any effect that targets either The Grateful Dead or Prosciutto targets both of them. Prosciutto can summon or de-summon The Grateful Dead as a bonus action. If Prosciutto becomes unconcious, The Grateful Dead instantly de-summons. The Grateful Dead and Prosciutto use the same action and bonus action, but moving The Grateful Dead uses a free action. The Grateful Dead can only move up to 60 ft. of the Stand user, and moves in parallel with Prosciutto when he moves beyond the 60 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see The Grateful Dead, 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 The Grateful Dead, and it is no longer invisible to them. The Grateful Dead can phase through creatures/objects and everything seen by The Grateful Dead is also seen by Prosciutto.

Rapid Aging. At the end of each turn a creature is grappled by The Grateful Dead, they must make a DC 22 Constitution saving throw. On a failed save, they take 7 (2d6) Necrotic damage and age a significant amount. On a success they take half as much damage and age a significant amount. Each time they age, their Strength and Dexterity scores decrease by -1. The effects of each instance of aging can be undone by taking 5 cold damage, and all instances of aging are undone at the end of a long rest. Any creature aged more than 6 times must succeed a DC 22 Constitution saving throw at the end of each of their turns or become paralyzed until the end of their next turn.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and 14 (3d8) necrotic damage and the effected area appears to age rapidly.

The deed has already been done! (1 Spirit Point). As a bonus action, all creatures in a 20 ft. radius is effected by Rapid Aging until the end of Prosciutto's next turn. In a cold environment, this radius, the damage dealt, and the effects of aging are halved. Prosciutto can extend this to the end of his next turn as an action, or as a free action for 1 spirit point.

That was a little bit naive, wasn't it? (1 Spirit Point). Prosciutto ages himself, granting him advantage on any d20 rolls he can add his Charisma modifier to, but disadvantage on any d20 rolls that he can add his Strength, Dexterity, or Constitution modifier to until he ends this effect as a bonus action.


The_Grateful_Dead_Infobox_Anime.png
[Source]



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