Vanilla Ice (JJBA Supplement)
Vanilla Ice[edit]
Medium humanoid (Human), lawful evil Armor Class 17 (natural armor)
Saving Throws Str +7, Dex +6 Spirit Points. Vanilla Ice has 14 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 5 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. ACTIONSMultiattack. Vanilla Ice or Cream makes two attacks with their unarmed strike or dagger. Unarmed Strike. Melee Weapon Attack: +7 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. 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.
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Despite his strong soul as a natural-born Stand user, Vanilla Ice spent his life begging for something to dedicate his life to; the law, religion, romance, but none of them ever stuck until he was sought out by DIO, the immortal combination of all three. Becoming DIO's loyal bodyguard and manservant, second only to Enrico Pucci in devotion and respect, he guarded his master's personal quarters in his mansion in Cairo. When Jotaro Kujo, Joseph Joestar, Muhammad Abdul, Noriaki Kakyoin, and Jean Pierre Polnareff infiltrated DIO's mansion, DIO asked Ice if he would sacrifice his life to finalize the connection between DIO's head and Jonathan Joestar's body, he decapitated himself with Cream without a second thought. However, DIO had more schemes for both Ice and the scar on his neck, snatching Ice's life from death at the last moment with his vampiric power. |
Cream[edit]
Large elemental (Stand), neutral good Armor Class 22 (natural armor)
Saving Throws Str +12, Dex +6 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 -5 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +12 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 20 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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