Stroheim (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 Sideshow class and Athlete background, and as such does not follow traditional CR.

Colonel Rudolf von Stroheim[edit]

Medium construct, lawful neutral


Armor Class 20
Hit Points 209 (22d10 + 88)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 12 (+1) 10 (+0) 10 (+0)

Saving Throws Str +11, Con +11, Wis +7, Cha +7
Skills Acrobatics +11, Athletics +11, Investigation +8, Perception +7, Sleight of Hand +11
Damage Vulnerabilities lightning
Damage Resistances slashing, necrotic
Damage Immunities poison
Senses passive Perception 17
Languages English, German
Challenge 22 (41,000 XP)


Spirit Points. Stroheim has 22 spirit points which he may expend. All spirit points are regained at the end of a long rest.

Enhanced Olfactory Detection. Stroheim, he automatically learns the alignment of any creatures within 30 feet of him, even if he isn't aware of their presence, so long as they produce a scent.

Cyborg Speed. Stroheim can take the disengage action as a bonus action. He may spend 1 spirit point to take the disengage or dash action as a free action.

Brainstorm. When Stroheim is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, Stroheim may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Evasion. If Stroheim is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Do or Die. At will on his turn for 2 spirit points or at any time for 5 spirit points, Stroheim may immediately take an action.

27,375 PSI. Stroheim has advantage on checks to maintain a grapple and on saving throws to escape from being restrained.

I'm prepared to do my duty! While Stroheim has at least 1 spirit point, he is immune to the incapacitated condition, he can speak while paralyzed or petrified, and he remains aware of his surroundings while petrified. When Stroheim drops to 0 hit points while he has at least 1 Hamon point, he becomes paralyzed instead of unconscious.

ACTIONS

Multiattack. Stroheim makes three attacks with his unarmed strike or machine gun, and Stroheim may spend up to 10 spirit points to make an equal number of additional attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Machine Gun. Ranged Weapon Attack: +9 to hit, range 60/600 ft., one target. Hit: 15 (3d6 + 4) piercing damage 1d4 times. Must be reloaded as an action, or at will for 1 spirit point, after 10 shots. This weapon must be set up as an action before it can be used to make attacks, and it remains set up until Stroheim moves more than 5 ft. on a single round.

UV Eye (1 Spirit Point). All creatures in a 60 ft. line must attempt a DC 15 Dexterity saving throw, taking 19 (5d6 + 1) radiant damage on a failure, or half as much damage on success.

Your final opponent is right here (1 Spirit Point). As a bonus action, Stroheim's ranged attacks no longer have disadvantage from their target being in the weapon's long range, he gains advantage on Perception and Investigation checks, and he can see invisible creatures for 1 minute.

This plane will be your coffin (2 Spirit Points). One creature within 60 feet must make a DC 15 Dexterity saving throw. On a failure, they are restrained and their movement speed drops to 0 as they are pinned to the nearest wall or ground for 1 minute and they take 3 (1d6) piercing damage for every 10 feet of remaining movement to a maximum of 70 (20d6). On a success, they take half as much damage. They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically take 5 bludgeoning damage at the end of each of Stroheim's turns.


Originally a despicable Nazi major in charge of the dig site around Santana's pillar, Rudolf von Stroheim had no choice but to team up with Joseph Joestar to take down the pillar man. After his attempted suicide via grenade in order to expose Santana to the sunlight, he was reborn as a cyborg specifically created to combat the remaining three, and as a man willing to fight for the safety of the world with a group of foreigners, now including Lisa Lisa and Caesar Zeppeli. After Kars' ultimate defeat, he was deployed to Stalingrad where he fought bravely in hopes that his country would survive long enough to make amends for their despicable actions.


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