Steely Dan (5e Creature)

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Steely Dan[edit]

Medium humanoid (Human), neutral evil


Armor Class 13
Hit Points 10 (4d8 - 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 6 (-2) 13 (+1) 15 (+2) 18 (+4)

Saving Throws Cha +6
Skills Animal Handling +4, History +3, Intimidation +6, Insight +4, Nature +3, Perception +4
Senses passive Perception 14
Languages English, Japanese, Arabic
Challenge 4 (1,100 XP)


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

Exchange Blows. When Steely Dan 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 2 "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 Steely Dan 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. Steely Dan has 5 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: 5 (1d4 + 3) bludgeoning damage.



Lovers[edit]

Tiny elemental (Stand), —


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


STR DEX CON INT WIS CHA
16 (+3) 23 (+6) 6 (-2) 13 (+1) 15 (+2) 18 (+4)

Saving Throws Cha +6
Skills Animal Handling +4, History +3, Intimidation +6, Insight +4, Nature +3, Perception +4
Senses passive Perception 14
Languages English, Japanese, Arabic
Challenge 4 (1,100 XP)


Manifestation of Will. Any feature that effects Dan also effects Lovers. Any damage Lovers takes is instead dealt to Lovers user. Any effect that targets either Lovers or user targets both of them. The Stand user can summon or de-summon Lovers as a bonus action. If Lovers user becomes unconcious, Lovers instantly de-summons. Lovers and Steely Dan use the same action and bonus action, but moving Lovers uses a free action. The Stand can only move up to 15 ft. of Lovers user, and moves in parallel with Lovers user when they move beyond the 15 ft. radius.

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

The weakest Stand... Lovers can not attack creatures larger than Tiny.

ACTIONS

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

... is most the most terrifying of all! One creature within 5 ft. of Lovers must succeed a DC 16 Dexterity saving throw. On a failure, it enters their brain. Every 2 hours it is inside their brain, the creature gains 1 level of exhaustion. Another Stand may shrink down to enter their brain as well, as is the only way to fight it. They must maintain concentration or their Stand de-summons, they can not add their user's Charisma modifier to their specific Stand ability scores, and any non-enhanced scores become 5. They must spend 3 actions to enter the creature's brain. While inside a creature's brain, Lovers has unlimited range. When Dan takes damage, the creature Lovers is inside takes twice as much damage, and they gain any conditions Dan has. He may spend 1 spirit point to have Lovers create an identical clone out of gray matter. These clones are identical to Lovers, save for having 5 hit points, and controlling a clone requires the same action as controlling a Stand.

Lord DIO never trusts anyone (5 Spirit Points). While Lovers is inside another creature, it implants a flesh bud composed of vampiric cells. The creature must succeed a DC 25 Charisma saving throw or become charmed by you for as long as the spore is inside them. For it to be removed, Stands inside the creature's brain must deal 50 damage to it in a single round, or another creature must succeed a DC 25 Strength or Dexterity modifier as an action. If they attempt but fail either option, the creature bearing the bud takes 20d20 psychic damage. You may spend 1 spirit point to force the spore to deal damage automatically as a bonus action.




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