ZZ (JJBA Supplement)
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ZZ[edit]
Medium humanoid (Human), neutral evil Armor Class 13 (natural armor)
Saving Throws Int +6, Wis +5 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. ACTIONSUnarmed 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.
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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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