Tiziano (JJBA Supplement)
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Tiziano[edit]
Medium humanoid (Human), chaotic neutral Armor Class 10 (natural armor)
Saving Throws Int +6, Wis +5 Stand Proud Focus. Tiziano takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Tiziano 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 Tiziano 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. Tiziano has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Talking Head[edit]
Tiny elemental (Stand), Armor Class 17 (natural armor)
Saving Throws Int +6, Wis +5 Manifestation of Will. Any feature that effects Talking Head also effects Tiziano. Any damage Talking Head takes is instead dealt to Tiziano. Any effect that targets either Talking Head or Tiziano targets both of them. Mannish can summon or de-summon Talking Head as a bonus action, but only in liquid, no matter how little. Talking Head and Tiziano use the same action and bonus action, but moving Talking Head uses a free action. Talking Head can only move up to 240 ft. of Tiziano, and moves in parallel with him when he moves beyond the 240 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user. ACTIONSLatch. Talking Head fuses with the tongue of a creature within 5 ft., forcing it to say the opposite of its intent until it is de-summoned.
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