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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Baron William Anthonio Zeppeli[edit]

Medium humanoid (Human), neutral good

Armor Class 10 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.

14 (+2) 20 (+5) 14 (+2) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Str +6, Dex +9, Int +7, Wis +9, Cha +8
Skills Acrobatics +9, Animal Handling +9, Athletics +6, History +7, Intimidation +8, Investigation +7, Insight +9, Nature +7, Perception +9, Stealth +9, Survival +9
Condition Immunities Blinded, Stunned, Poisoned
Senses blindsight 120 ft., passive Perception 19
Languages English, Tibetan, Italian
Challenge 10 (5,900 XP)

Hamon. Zeppeli has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Evasion. If Zeppeli is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble. Zeppeli can take the dash and disengage actions as bonus actions.


Multiattack. Zeppeli makes two attacks with his Unarmed Strike.

Hamon Breathing. Zeppeli regains 1 Hamon point.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Overdrive (1 Hamon Point). As a bonus action, Zeppeli's unarmed strikes deal radiant damage until the beginning of his next turn.

Sendo Hamon Overdrive (1 Hamon Point). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) radiant damage. This attack ignores cover.

Zoom Punch (1 Hamon Point). As a bonus action, the Zeppeli's melee attacks gain +10 feet of reach.

Hamon Jump (1 Hamon Point). Until the end of his turn, Zeppeli's long jump covers 40 ft., and his high jump covers 15 ft.

Hamon Detector (1 Hamon Point). Zeppeli becomes aware of the location of every creature within 30 ft. of him.

Hamon Cutter (2 Hamon Points). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 8 (1d6 + 5) radiant damage.

Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) radiant damage. Zeppeli moves up to 20 feet regardless of his movement speed immediately before making this attack (this movement incurs attacks of opportunity).

Life Magnetism Overdrive (2 Hamon Points). Zeppeli gains 2/3 cover and does not take falling damage until the end of his next turn.

Sticking and Repelling Hamon (2 Hamon Points). Zeppeli can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn.

Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Zeppeli's unarmed strikes deal radiant damage and he can make 4 total attacks with his multiattack, but all attacks must be against a single creature. This lasts until the end of his turn.

Forced Hamon Breathing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Zeppeli must succeed a DC 25 Wisdom saving throw. On a success, the target gains a Hamon point maximum of 1 and 1 technique of the DM's choice from the Hamon Warrior class. If they later gain levels in this class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively.

Deep Pass Overdrive. Zeppeli transfers his remaining Hamon into a creature he can touch. Their Hamon point maximum increases by 10, they gain 1 action that costs Hamon points that he knows of his choice, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute.

Source [1]

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 strange healer in India capable of harnessing the power of the sun 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, it was in part to his Hamon being passed onto Jonathan via his Deep Pass Overdrive, a technique he invented, that gave fall to Dio and his dark horde.

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