Captain Tennille (JJBA Supplement)
Captain Tennille
Medium humanoid (Human), lawful evil Armor Class 18 (natural armor)
Saving Throws Str +9, Con +8 Stand Proud Focus. Captain Tennille takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Captain Tennille successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5. Exchange Blows. When Captain Tennille takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Dark Blue Moon can make 1 additional melee attack on each of their turns. He can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during his turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Captain Tennille may expend that stack to cause it to deal full critical damage. Trained Lungs. Captain Tennille can hold his breath for 8 minutes. Spirit Points. Captain Tennille has 12 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
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Dark Blue Moon
Medium elemental (Stand), neutral good Armor Class 22 (natural armor)
Saving Throws Str +9, Con +12 Manifestation of Will. Any feature that effects Captain Tennille also effects Dark Blue Moon. Any damage Moon takes is instead dealt to Captain Tennille. Any effect that targets either Moon or Captain Tennille targets both of them. Captain Tennille can summon or de-summon Moon as a bonus action. If Captain Tennille becomes unconcious, Moon instantly de-summons. Moon and Captain Tennille use the same action and bonus action, but moving Moon uses a free action. Moon can only move up to 60 ft. of the Stand user, and moves in parallel with Captain Tennille when he moves beyond the 60 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Dark Blue Moon, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Moon, and it is no longer invisible to them. Moon can phase through creatures/objects and everything seen by Moon is also seen by Captain Tennille. Siege Monster. Dark Blue Moon deals twice as much damage to objects. ACTIONSUnarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. Scale Strike. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 9 (1d4 + 7) slashing damage. For 1 spirit point while under water, a successful hit forces the creature 15 ft. away from Moon. If this causes them to hit an object, such as a ship or the sea floor, they and the object take 10 (1d6 + 7) force damage. Charm Fish (1 Spirit Point). Up to 5 sea creatures with a CR of up to 5 must make a DC 15 Charisma saving throw or be charmed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Vortex. As a full turn while underwater, any creatures within 120 ft. of Moon move 15 ft. closer to at at the end of each of its turns. This ends if Tennille take damage or does not continue doing full turn actions each turn to maintain this effect. On a full turn action to maintain this effect, Moon can make an unarmed attack against every creature within the whirlpool regardless of reach. Every consecutive round spent maintaining the whirlpool increases this attack’s attack and damage rolls by +1, to a maximum of +10 from this effect. This can be maintained up to 7 times, and can be initiated up to 5 times, regaining use at the end of a long rest. Barnacle. As a bonus action after a successful attack against a creature, that creature must attempt a DC 15 Dexterity or Intelligence saving throw at the end of each of their turns until they succeed. On a failure, they have their Strength or Constitution is reduced by 1. When their score is reduced to 0, they are paralyzed. If they do not succeed the saving throw for 3 rounds of being paralyzed, they drop to 0 hit points and must make death saving throws.
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