Telence T. D'Arby (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 Entertainer background, and as such does not follow traditional CR.

Telence T. D'Arby[edit]

Medium humanoid (Human), neutral evil


Armor Class 16 (natural armor)
Hit Points 63 (18d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Wis +9, Cha +10
Skills Acrobatics +6, Deception +10, Performance +10, Sleight of Hand +6
Senses passive Perception 13
Languages English, Japanese, Arabic, French
Challenge 18 (20,000 XP)


Spirit Points. D'Arby has 16 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When D'Arby is targeted by an area effect that lets him make an Intelligence or Wisdom 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 D'Arby is grappling a creature or being grappled by a creature, his and Atum's attacks automatically hit the creature and deal an additional 6 damage. D'Arby 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, D'Arby may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Stand Proud Focus. D'Arby has a +4 bonus to initiative rolls.

If you can't see through a person's cheating, you can't see their defeat. D'Arby has proficiency (+6) in decks of cards, video games, and trading card games. When he attempts to cheat in any of these games, the target must succeed a DC 17 Perception or Investigation check, his choice, when they take the Search action to discover his cheat.

ACTIONS

Multiattack. D'Arby or Atum makes two attacks with their unarmed strike.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Summon Stand. As a bonus action, Atum appears anywhere within 5 feet of D'Arby or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute with concentration, D'Arby and Atum's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, and both D'Arby and Atum may take an action on each of his turns.

Game Set (1 Spirit Point). D'Arby challenges a creature to a game with a gaming set. Once he and the target agree to the rules, Atum ensures the outcome, causing any transfer of goods agreed to beforehand to occur the moment a creature consigns themself to defeat.

As part of defining the rules for a game ensured by Atum, D'Arby and/or the target may wager their soul. If a creature who has wagered their soul loses the game, D'Arby may transform their soul into a Tiny inanimate object that is not a weapon or armor, such as a coin or a doll, causing their body to fall into a death-like state. Souls continue to age while transformed. D'Arby can free souls from this state as a bonus action or as the result of a game, returning to their body if it is still alive or passing into the afterlife if it is not. If D'Arby is killed while he has souls transformed, they all pass into the afterlife with him.


A career gambler and Stand user, "D'Arby the Younger" and his brother Telence were sought out by DIO for their naturally evil tendencies, with both keeping a large collection of gleefully stolen souls. While Daniel took some more convincing, Telence joined immediately, enraptured by DIO's power and beauty. Being hired to guard his master's palace due to his loyalty, he used Kenny G.'s power to drag Jotaro Kujo, Joseph Joestar, and Noriaki Kakyoin into the building's basement through a disguised trapdoor. After trapping Kakyoin's soul following a breathtaking match of F-Mega, a racing game, Jotaro challenged him to a baseball video game that he had no experience in. After a few innings of being absolutely demolished, Jotaro suddenly came back with frame-perfect home runs and strike-out pitching, Telence wracked his brain trying to formulate a question to figure out how Jotaro was cheating, only for nothing to work. After losing in a landslide and freeing Kakyoin's soul, he got a full view of Jotaro's controller port, where Hermit Purple's thorns were fully plugged in. Completely defeated, he didn't even try to run from Star Platinum's barrage of fists.


Atum[edit]

Medium elemental (Stand), neutral evil


Armor Class 22 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 10 (+0) 24 (+7) 24 (+7) 18 (+4)

Saving Throws Wis +13, Cha +10
Skills Acrobatics +10, Deception +10, Performance +10, Sleight of Hand +10
Senses passive Perception 17
Languages English, Japanese, Arabic, French
Challenge 18 (20,000 XP)


Manifestation of Will. Atum acts on D'Arby's turn and uses his actions, bonus actions, and reactions. Whenever Atum takes damage, D'Arby instead takes half as much damage. Any feature that effects D'Arby also effects Atum. Any effects that target Atum affect D'Arby instead, though any attack rolls or saving throws made as part of the effect are still made against Atum. If both D'Arby and Atum are targeted by an effect, only Atum is targeted. Atum can only move up to 5 ft. of D'Arby, and moves in parallel with D'Arby when he moves beyond the 5 ft. radius.

Exploit Weakness. On a hit with Atum's unarmed strikes, D'Arby 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.

No! No! No! While Atum is looking at a creature, D'Arby may think or vocalize a yes or no question. He automatically learns their answer. This can not be deceived, and creatures are not be made aware of this ability automatically by using it.

ACTIONS

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

Yes! Yes! Yes! (1 Spirit Point). Until the beginning of D'Arby's next turn, the attacks of one creature Atum can see automatically miss D'Arby and he automatically succeeds any saving throws they cause.

REACTIONS

S-Tier Speed. When Atum or a creature within its reach are hit by a ranged weapon attack or are forced to attempt a Dexterity saving throw for an effect that deals damage, the damage the creature takes from the attack is reduced by 30 (1d10 + 25). D'Arby may spend 1 spirit point as part of this reaction to regain his reaction.



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