Coco Jumbo (JJBA Supplement)

Coco Jumbo

Tiny beast (turtle), neutral


Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 5 ft.


STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 12 (+1) 9 (-1) 7 (-2) 15 (+2)

Saving Throws Con +3
Skills Nature +1, Stealth +0, Survival +0
Senses passive Perception 8
Languages
Challenge 1/4 (50 XP)


Stand Proud Focus. Coco Jumbo takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. She also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Spirit Points. Coco Jumbo has 3 Spirit Points which she can expend. All spirit points are regained at the end of a long rest.

Mr. President. Coco Jumbo has a key embedded in its shell that can be removed. When removed, it leaves an indentation. When the key is attached to Coco Jumbo's body, creatures may touch the gem to enter a spacious room containing various comfortable furniture and appliances. The room has electricity and wifi. Creatures may leave the room as an action. If the key is removed from Coco Jumbo's body, creatures inside the room appear as close around him as possible in a random placement.


[Source]

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gollark: Well, yes, because it's dark as in "doesn't interact with light".
gollark: I would assume so, but they never mentioned it.
gollark: In Schlock Mercenary, you mean?
gollark: Those are autogenned, ignore them.
gollark: Well, either works, just get the jars into your mods folder.
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