Vanilla Ice, Vampiric (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) and Sideshow class and Courtier background, and as such does not follow traditional CR.

Vanilla Ice[edit]

Medium undead (Human), lawful evil

Armor Class 18 (natural armor)
Hit Points 142 (14d6 + 6d10 + 60)
Speed 30 ft.

14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 20 (+5)

Saving Throws Str +8, Dex +7
Skills Athletics +8, Insight +6, Intimidation +11, Persuasion +11
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 10
Languages English
Challenge 20 (25,000 XP)

Spirit Points. Vanilla Ice has 20 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Vanilla Ice is targeted by an area effect that lets him make a Constitution 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 Vanilla Ice is grappling a creature or being grappled by a creature, his and Cream's attacks automatically hit the creature and deal an additional 6 damage. Vanilla Ice 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, Vanilla Ice may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

Brainstorm. When Vanilla Ice 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, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of Vanilla Ice's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Vanilla Ice may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Vanilla Ice does not age or need to sleep, and he counts as one size larger for the sake of how much he can push, pull, or lift.

Downward Strike. Vanilla Ice has advantage on attacks against targets with a size category lower than his own.


Multiattack. Vanilla Ice or Cream makes three attacks with their unarmed strike or dagger.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Summon Stand. As a bonus action, Cream appears anywhere within 5 feet of Vanilla Ice or is unsummoned.

Blood Drain (1 Spirit Point). As a bonus action, Ice gains the following for 1 minute. On a hit with an unarmed strike, they regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When Ice reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Ice.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Ice's reach that is not an elemental, construct, or undead is killed instantly and Ice regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling their daily requirement of food and water.

Fanaticism (1 Spirit Point). As a bonus action, Ice gains the bloodlusted condition for 1 hour or until he is knocked unconscious. While Bloodlusted, he gains a +3 bonus to any checks made with the Athletics skill, as well as Charisma saving throws.

When the Joestar Troupe invaded DIO's mansion, Vanilla Ice ambushed group two, consisting of Muhammad Abdul, Jean Pierre Polnareff, and Iggy, while Telence dealt with the others. Killing Abdul in the first attack, though it was meant for all three, he terrorized the group, nearly killing Iggy in a fit of rage after the dog forced him to attack The Fool while replicating DIO's likeness. As he bared down on an injured Polnareff, systematically ensuring there was no safe spot in the room while blind within his Stand, Iggy used the last of his strength to save him, allowing Polnareff to score a blow to Vanilla Ice's head with his Stand, forcing Ice out of Cream. Goading Ice into attacking him directly, Polnareff lured Ice into the sunlight, turning one of DIO's most powerful servants to ash.


Large elemental (Stand), neutral good

Armor Class 23 (natural armor)
Hit Points
Speed 30 ft., fly 30 ft.

24 (+7) 12 (+1) 26 (+8) 10 (+0) 10 (+0) 20 (+5)

Saving Throws Str +13, Dex +7
Skills Athletics +13, Intimidation +11, Insight +6, Persuasion +11
Senses passive Perception 10
Languages English
Challenge 20 (25,000 XP)

Manifestation of Will. Cream acts on Vanilla Ice's turn and uses his actions, bonus actions, and reactions. Whenever Cream takes damage, Vanilla Ice instead takes half as much damage. Any feature that effects Vanilla Ice also effects Cream. Any effects that target Cream affect Vanilla Ice instead, though any attack rolls or saving throws made as part of the effect are still made against Cream. If both Vanilla Ice and Cream are targeted by an effect, only Cream is targeted. Cream can only move up to 10 ft. of Vanilla Ice, and moves in parallel with Vanilla Ice when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Cream, 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 Cream, and it is no longer invisible to them. Cream can phase through creatures and objects, and Vanilla Ice share Cream's senses.

Exploit Weakness. On a hit with Cream's unarmed strikes, Vanilla Ice may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 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.


Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage.

Gobble. Until Cream ends this feature as an action, Vanilla Ice gains full cover, but Cream does not, and Cream can not leave his space. Vanilla Ice may end this feature as a bonus action for 1 spirit point, and if he makes an unarmed strike immediately after doing so it has advantage.

Disintegration (1 Spirit Point). One creature within 5 ft. of Cream must make a DC 22 Dexterity saving throw. On a failure, they take 38 (3d6 + 7 x 2) force damage that ignores ignores damage threshold and reduction. On a success, they take half as much damage. Creatures reduced to 0 hit points by this feature are killed instantly.

Miasma of the Void (3 Spirit Points). Cream becomes invisible, it can not be targeted by any effect that Vanilla Ice does not cause, and it can not take actions, bonus actions, or reactions. When a creature occupies the same space as Cream, they are automatically targeted by Disintegration. Each creature may be targeted by this effect once each round. If a creature can not track the effects of Cream, such as through dust or smoke hanging in the air around it or it moving along a surface, they have disadvantage on the saving throw.

If this feature is active while Vanilla Ice has been gobbled by Cream, he becomes blinded and deafened. As an action, he may drop Cream's movement speed to 0, become visible, and lose full cover to remove these conditions until the end of his turn.

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