ZZ (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 class and Entertainer background, and as such does not follow traditional CR.

ZZ[edit]

Medium humanoid (Human), neutral evil


Armor Class 13 (natural armor)
Hit Points 63 (12d6 - 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 8 (-1) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Int +6, Wis +5
Skills Acrobatics +3, Athletics +9, Intimidation +7, Performance +7, Stealth +3
Senses passive Perception 11
Languages English, Arabic, French
Challenge 12 (8,400 XP)


Spirit Points. ZZ has 12 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When ZZ is targeted by an area effect that lets him make a Constitution 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.

Denting Blows. If ZZ is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 5 damage. ZZ may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, ZZ may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. ZZ has advantage on saving throws against gaining exhaustion from sources that are not creatures. When ZZ completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, ZZ may take the dash action and disengage action.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage.

Wheel of Fortune. ZZ binds his Stand to a vehicle he is touching, allowing him to operate it in place of any crew, transforming it into another vehicle of the same type (i.e. a subcompact car can become a supercar), and granting him the following actions until he is no longer touching it.

Bending Metal. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) piercing damage. This can target any creature within 5 feet of the vehicle ZZ's Stand is bound to.
Shifting Metal. ZZ attempts to grapple a creature within 5 feet of the vehicle his Stand is bound to with a total +13 bonus. On a success, the target is restrained instead of grappled. Up to 5 creatures can be restrained in this way at once.
Phasing Metal. As a bonus action, any creatures of ZZ's choice can phase through the vehicle his Stand is bound to. ZZ may end this effect on any creatures of his choice as a bonus action.
Gasoline Shot (1 Spirit Point). All creatures in a 30 foot cone originating from anywhere within the vehicle his Stand is bound to must attempt a DC 20 Constitution saving throw. On a failure, they take 20 (1d4 + 8 x 2) piercing damage. On a success, they take half as much damage. If a creature takes any fire damage within 1 minute of failing this saving throw, the gasoline ignites, causing them to take 10 (1d4 + 8) fire damage at the end of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


ZZ was a particularly weak Stand user under the employment of DIO, with most of his strengths being for show. While his car-bound Stand, Wheel of Fortune, was able to seriously injure all five original Stardust Crusaders on their drive from Varanasi to Karachi, it was no match for a combo between Jotaro and Kakyoin's Stand abilities.


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