Vinegar Doppio (JJBA Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Vinegar Doppio[edit]

Medium humanoid (Human), lawful neutral

Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

14 (+2) 17 (+3) 14 (+2) 18 (+4) 16 (+3) 22 (+6)

Saving Throws Dex +8, Cha +11
Skills Acrobatics +8, Animal Handling +8, Deception +11, Medicine +8, Perception +8, Persuasion +11, Sleight of Hand +8
Senses passive Perception 18
Languages Italian
Challenge 16 (15,000 XP)

Stand Proud Focus. Doppio takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Doppio takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 6 "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 Doppio 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. Doppio has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Epitaph. As a full turn action, Doppio becomes aware of everything that will happen within 30 ft. of him until the start of his next turn. He can use the ready action as a free action, any attack made against him have disadvantage, and he gains advantage on all saving throws. Doppio cannot activate this feature on the round after it ends. He may spend 1 spirit point to cause any attack that hits him during Epitaph to deal half damage.

Transform. As a bonus action, Doppio becomes Diavolo at the beginning of his next turn, missing the same number of hit points from his maximum.


Back to Main Page5e HomebrewCampaign SettingsJoJo's Bizarre Adventure WorldBestiary (JJBA Setting)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!