William Zeppeli (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 Hamon Warrior class and Sailor background, and as such does not follow traditional CR.

Baron William Anthonio Zeppeli[edit]

Medium humanoid (Human), chaotic good


Armor Class 17 (natural armor)
Hit Points 114 (12d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Dex +7, Con +9
Skills Acrobatics +7, Athletics +4, Insight +6, Nature +4, Perception +6
Senses passive Perception 16
Languages English
Challenge 12 (8,400 XP)


Hamon. Zeppeli has 4 Hamon points which he can expend. All expended Hamon points are regained at the end of a long rest. If a creature is Undead, they take 3 (1d6) radiant damage for every Hamon point they have at the end of each of their turns.

Hamon Defense. While Zeppeli has at least 1 Hamon point, he gains a +2 bonus to his melee attack and damage rolls and his AC, his jump distances are doubled, his unarmed strikes deal radiant damage, he is immune to the incapacitated condition, he can speak while paralyzed or petrified, and he remains aware of his surroundings while petrified. When he drops to 0 hit points while he has at least 1 Hamon point, he becomes paralyzed instead of unconscious, but he can not spend Hamon points until he regains at least 1 hit point.

Advanced Technique. When Zeppeli uses a Technique as an action, he may spend additional Hamon points equal to half its cost, to a minimum total cost of 2 and a maximum total cost of 8, to use it as a bonus action.

Brawn. When Zeppeli is targeted by an area effect that lets him make a Strength 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hamon Breathing. Zeppeli regains 1 Hamon point. This can be used as a bonus action.

Zoom Punch (1 Hamon Point). As a bonus action, the initiate gains 10 additional feet of reach until the end of their next turn.

Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) radiant damage. Zeppeli may move up to 20 ft. in a straight line as part of this action.

Hamon Cutter (2 Hamon Points). Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 8 (2d4 + 3) radiant damage.

Life Magnetism Overdrive (2 Hamon Points). As a bonus action, or as a reaction when Zeppeli would take damage from falling for 1 additional spirit point, he gains three-quarters cover, and he does not take falling damage until the end of his next turn. As an action, he may allow any creatures touching him to gain this effect as well.

Hamon Detector (1 Hamon Point). Zeppeli becomes aware of the location of any creatures within 30 feet of him for 1 minute or until he loses concentration.

Deep Pass Overdrive. One creature Zeppeli touches has their Hamon point maximum increase by 2, they gain 1 Technique that he knows, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute. If they are undead, they instead take 22 (4d10) radiant damage, and they have disadvantage on Strength, Dexterity, and Constitution saving throws for 1 minute. After using this Technique, Zeppeli dies instantly.

Forced Hamon Breathing. Zeppeli must attempt a DC 25 Dexterity saving throw. On a success, one creature within 5 feet gains a Hamon point maximum of 1 and one technique of their choice. If they later gain levels in the Hamon Warrior class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively.

Dramatic Pose. Zeppeli gains advantage on the next saving throw he makes before the beginning of his next turn.


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[Source]

Born the son of an archaeologist father and a scholarly mother, Zeppeli grew up with a great interest in the unknown, so his joining of his father's archaeology team when he came of age was of no surprise. On one such expedition to Mexico, they unearthed a prehistoric stone mask, among other ancient artifacts. On the long sail back, a mysterious beast began killing of the passengers and crew alike, one by one. Zeppeli was the last survivor of the crew of 60, having dove into the sea, but the beast gave chase. As day broke across the cold Atlantic ocean, it revealed the beast to be none other than his vampiric father, who was reduced to ash in the sun's bright rays. Knowing that his father's fate was the fault of the stone mask, he sought out a way to destroy it for 2 years before meeting a mystic healer in India capable of harnessing the raw power of life energy to heal others. Beseeching him for tutelage, he was directed toward the Hamon monastery in Tibet, and eventually trained under master Tompetty alongside Dire and Straits. When the stone mask reared its ugly head once more in the possession of Dio Brando, he took Jonathan Joestar under his wing, teaching him the way of Hamon in preparation for their final battle. While his own life was cut short by Tarkus, just as his master had foretold, it was due in part to his Hamon being passed onto Jonathan via his Deep Pass Overdrive, a technique he invented, that Dio and his dark horde fell.


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