Wekapipo (5e Creature)
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Medium humanoid (Human), neutral
Saving Throws Dex +6, Wis +4, Cha +3
Dormant Ability. Wekapipo can see Stands.
Brainstorm. Wekapipo can replace any saving throw or his AC with an Intelligence saving throw. If the effect is a saving throw that allows him to take half damage on a success, he instead takes no damage on a success. This does not effect the results of a failure.
Spirit Points. Wekapipo has 7 spirit points which he may expend. He regains all spirit points at the end of a long rest.
Multiattack. Wekapipo makes 2 attacks with his Steel Balls or one attack with twice as much range.
Steel Ball. Melee or Thrown Weapon Attack: +4 to hit, reach 5 ft. or range 20/100, one target. Hit: 5 (1d8 + 2) bludgeoning damage and 4 (1d8) force damage. This attack ignores 3/4 cover. On a miss, this attack still deals half as much damage. Wekapipo only has 2 steel balls, but they return to him at the beginning of each of his turns after being thrown.
Harden (1 Spirit Point). Wekapipo uses a steel ball to harden the body of a creature he can touch. They gain a damage reduction of 6 until the beginning of his next turn. Wekapipo may spend 1 additional spirit point to use this as a bonus action.
Wrecking Ball (1 Spirit Point). As a bonus action, one creature Wekapipo has hit with his Steel Balls this turn must attempt a DC 14 Constitution saving throw. On a failure, they lose all sensation on one side of their body for 1 minute, including sight. Wekapipo may spend 3 additional spirit points to force the target to fail. They must designate one side of their body as their left at the beginning of each of their turns. Any creatures on that side of them are considered invisible unless they can view their left side with their right side, such as with a mirror. They may attempt a DC 14 Constitution or Strength saving throw at the end of each of their turns, ending this effect early on a success.
An orphan in the Kingdom of Naples with no family but a sister 7 years his junior, Wekapipo rose through the ranks of the royal guard surprisingly quickly, eventually directly for the royal family thanks to his mastery of the Spin. In 1883, as was the custom, he arranged his sister's marriage to the son of a wealthy financial commissioner, assuring her wealth. But 6 months later on a visit to the family, he discovered that his beloved little sister had been being beaten by her spouse. Pulling some strings, he had the marriage annulled and deliberately killed his brother-in-law in a duel using their legendary steel balls. After being exiled by Gregorio Zeppeli, Gyro Zeppeli's father, during which he traveled to America, entering Funny Valentine's service with no greater aspiration than to survive. Being deployed alongside Magenta Magenta to acquire the corpse parts, they eventually came into conflict with Gyro Zeppeli and Johnny Joestar, who were under the same mission for their own reasons. After a drawn out fight, he joined them for a time, killing Magenta Magenta and challenging the president himself, though the power of Wrecking Ball pales in comparison to D4C.