Weather Report (JJBA Supplement)
Weather Report[edit]
Medium humanoid (Human), lawful neutral Armor Class 15 (natural armor)
Saving Throws Str +10, Wis +7 Stand Proud Focus. Weather Report 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 Weather Report 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 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 Weather Report 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. DON'T TOUCH ME ASSHOLE! Weather Report is aware of any movement within 50 ft. of him through sensing differences in air flow. Spirit Points. Weather Report has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Gust. As a bonus action, Weather Report moves 25 ft. in any direction, including vertically. He may spend 1 spirit point to increase this to 50 ft. DON'T MAKE ME KILL YOU! (2 Spirit Points) As a bonus action, Weather Report and Heavy Weather's ACs increase by 3 until the end of his next turn. If a creature makes a melee attack against either of them and doesn't hit while this is active, they must make a DC 20 Constitution saving throw or take 5 (2d4) Fire damage.
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Heavy Weather[edit]
Medium elemental (Stand), lawful neutral Armor Class 25 (natural armor)
Saving Throws Str +13, Wis +7 Manifestation of Will. Any feature that effects Weather Report also effects Heavy Weather. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or user targets both of them. The Stand user can summon or de-summon the Stand as a bonus action. If the Stand user becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 10 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage. Weather Control (1 Spirit Point). Weather Report covers a 50-200 ft. radius around Heavy Weather with any form of weather of his choosing for 1 hour or until he ends this effect as a bonus action. If this is a weather phenomenon in which small creatures fall from the sky (i.e. fish, poisonous frogs) any creature that starts their turn in the radius of Heavy Weather must make DC 20 Dexterity saving throw or have those animals hit them as they fall, either taking 2 (1d4) bludgeoning damage and being stunned until the beginning of their next turn, or taking 2 (1d4) poison damage and being poisoned for 1 minute (for this effect, they may retry the saving throw at the end of each of their turns, ending the effect early on a success). Lightning Strike. As a bonus action while inside a storm, one creature within 200 ft. of Heavy Weather that is also in the storm must attempt a DC 20 Dexterity saving throw. On a failure, they take 27 (3d12 + 7) Lightning damage. On a success, they take half as much damage. Gust. As a bonus action, Heavy Weather creates a gust of wind that blows every object 50 pounds or lighter up to 50 ft. in front of him. He can spend 1 Spirit Point to increase this distance to 100 ft. or the effective weight to 100 pounds. Are you happy?. Ranged Spell Attack: +12 to hit, range 50 ft., one target. Hit: 27 (3d12 + 7) piercing damage. My rage isn't satisfied. I'll have to take care of you, right here, right now (1 Spirit Point). 1 creature within 50 ft. must succeed a DC 20 Dexterity saving throw or have the moisture invade their body and bloat them, dealing 14 (3d8) Force damage and stunning them until the end of their next turn. Destiny is predetermined, and can't be changed... if that's so... then, I could just have you change it for me... (1 Spirit Point). Any creatures of Weather Report's choosing within 50 ft. of Heavy Weather begin suffocating. This requires concentration, and if damage is dealt to Weather Report, he loses concentration. Heavy Weather. As a bonus action once per day, Weather Report and Heavy Weather generate various rainbows in a 100 ft. radius for 1 minute. If a creature touches them, they must to make a DC 20 Charisma saving throw. If they fail, their body will morph into that of a snail, save for retaining their own ability scores and size.
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