Scolippi (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.

Scolippi[edit]

Medium humanoid (Human), neutral good


Armor Class 12
Hit Points 18 (4d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 11 (+0) 17 (+3) 15 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8
Skills Animal Handling +5, Arcana +6, Insight +5, Nature +6, Perception +5, Persuasion +8
Senses passive Perception 15
Languages Italian
Challenge 5 (1,800 XP)


Stand Proud Focus. Scolippi takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Scolippi takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 3 "Exchange Blows Stacks" at once. Using extra attacks during your 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.

Exploit the Armor. When Scolippi 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.

Spirit Points. Scolippi has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Scolippi_ref.png
[Source]

Rolling Stone[edit]

Small elemental (Stand),


Armor Class 20 (natural armor)
Hit Points 17 (5d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 11 (+0) 17 (+3) 15 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8
Skills Animal Handling +5, Arcana +6, Insight +5, Nature +6, Perception +5, Persuasion +8
Senses passive Perception 15
Languages Italian
Challenge 5 (1,800 XP)


Manifestation of Will. Any feature that effects Rolling Stone also effects Scolippi. Any damage Rolling Stone takes is instead dealt to Scolippi. Any effect that targets either Rolling Stone or Scolippi targets both of them. Scolippi can summon or de-summon Rolling Stone as a bonus action. Rolling Stone and Scolippi use the same action and bonus action, but moving Rolling Stone uses a free action. Rolling Stone can only move up to 240 ft. of Scolippi, and moves in parallel with him when he moves beyond the 240 ft. radius.

Liberator of Fate. Rolling Stone follows creatures fated to die a horrible death in the near future (up to 5 days). It will follow them incessantly, being able to phase through objects and difficult terrain. If the creature touches it, they die instantly, avoiding their fate. If it is destroyed by the creature or their Stand, it stops chasing them.




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