DIO (JJBA Supplement)

DIO

Medium undead (vampire), chaotic evil


Armor Class 16 (natural armor)
Hit Points 171 (18d8 + 90)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 20 (+5) 18 (+4) 18 (+4) 26 (+8)

Saving Throws Str +13, Dex +13, Con +11, Cha +14
Skills Acrobatics +13, Athletics +13, History +10, Intimidation +14, Investigation +10, Insight +10, Nature +10, Perception +10, Stealth +13, Survival +10
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 13
Languages English
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If DIO fails a saving throw, he can choose to succeed instead.

Regeneration. DIO regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If Dio takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn.

Sunlight Hypersensitivity. DIO takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when he enters direct sunlight.

Bloodlust. DIO Brando takes 9 less damage from piercing, slashing, and bludgeoning damage. Attacks against Dio can not be made with advantage if he is aware of them.

Hinjaku Hinjaku. Successful attacks against a creature with less than 10% of its maximum hit points remaining causes them to be incapacitated until the end of their next turn.

Exploit the Armor. When DIO 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.

Spirit Points. DIO has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. DIO or The World makes 5 attacks with their Unarmed Strike or Knife Throw.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. He regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under his control until they die and control over your minions cannot be taken from him.

Knife Throw. Thrown Weapon Attack: +13 to hit, reach 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage.

Regeneration (1 Spirit Point). If he has at least 1 hit point, DIO recovers 95 hit points or regains 1 lost limb within 30 ft. of him. He may spend 1 additional spirit point to double these effects. While this is active, successful attacks against a creature with less than 10% of its maximum hit points remaining causes them to be incapacitated until the end of their next turn.

WRYYYYY (1 Spirit Point). As a bonus action, DIO's your successful hits automatically become critical hits until the start of his next turn; he may spend 1 additional spirit point during that bonus action to cause all of his attacks to always successfully hit as well.

Vaporizing Freeze. One creature DIO is grappling becomes paralyzed for as long he is grappling them and 1 hour after you release your grapple or until they take damage as they are instantly frozen. If they have less than 10% of their maximum hit points when this effect ends, they shatter into pieces and are instantly killed.

Time Stop. As a full turn action, DIO stops time for 4 rounds. During this time, he is the only creature that can act or sense anything, his movement speed is doubled, his knife throw is a DC 29 Strength or Dexterity saving throw instead of an attack roll, dealing half as much damage on a success, and his attacks automatically count as criticals. This only applies to creatures not within the Time Stop. DIO can use this 6 times, with each additional use granting him 1 level of exhaustion. The number of times he has used this action resets at the end of a long rest. He may spend 1 spirit point to double the duration of this effect so long as he has no levels of exhaustion. If he is subject to another Time Stop, he may choose to move normally inside it for 4 rounds as a reaction.

Space Ripper Stingy Eyes (1 Spirit Point). All creatures in a 60 ft. line must attempt a DC 18 Dexterity saving throw. On a failure, creatures take 24 (5d6 + 5) piercing damage. On a success, they take half as much damage. Creatures within 15 ft. of DIO automatically fail.

Jonathan's Stand (1 Spirit Point). DIO touches a crystal ball, camera, or other visual media device to instantly create a snapshot of one creature he has met in person or are related to at the moment of using this action.

Flesh Bud (4 Spirit Points). One creature within 30 feet must attempt a DC 16 Dexterity or Charisma saving throw. On a failure, they are charmed by DIO for 1 minute or until they take any radiant damage. A creature attempting to remove the bud must spend an action to attempt a DC 16 Dexterity or Strength saving throw, followed by a DC 16 Acrobatics or Athletics skill check. If they fail the saving throw, the creature with the flesh bud inside them dies instantly. If they fail the skill check, they become subject to this action. A removed flesh bud has 5 in all ability scores and 15 hit points, regenerates 2d6 hit points at the end of each of its turns, is Tiny, and can only use its action to reinject itself into another creature in the same manner as you using this feature without the spirit point cost. The flesh bud counts as undead and is vulnerable to radiant damage.

REACTIONS

MUDA. As a reaction to being targeted by an attack, DIO and The World negates the attack, moves toward them up to 30 ft., and makes an unarmed strike against them, dealing an additional 7 (2d6) bludgeoning damage on a hit. This movement does not provoke opportunity attacks. DIO may spend 1 spirit point to move behind the creature and not attack them, becoming hidden from them until they use an action to look for him or until he would otherwise be made known.

IT WAS ME. As a reaction to an ally being targeted by an attack, DIO and The World negates the attack, moves toward them up to 60 ft., and makes an unarmed strike against them. This movement does not provoke opportunity attacks. DIO may spend 1 spirit point to knock them 10. ft away, also causing the creature's attack rolls to be made with disadvantage for the rest of their turn. They must then succeed a DC 24 Dexterity saving throw or become prone.

Source

After his]] fight with Jonathan, Dio Brando stole his adopted brother's body and fled to a secret compartment in the coffin he snuck of the ship. Sinking to the bottom of the ocean, he lay there in darkness for 100 years before a group of treasure hunters fished him from the ocean's depths thinking him to be a chest of unknown riches. With victory over the only man he ever respected and entombment came introspection, exploration of the soul, and philosophy on the nature of Heaven. Meeting an old fortune teller named Enya Geil, he was granted a Stand via one of 5 Stand arrows in her possession, with the sixth remaining in Diavolo's possession. This was not just any Stand, but the greatest, named after the greatest card in the Major Arcana, The World! Now understanding the power this newfound ability could have, he and a handful of newly acquired servants went about amassing an army of at least 42 Stand users. During this recruitment, he met a man whom would become his only true friend, an American priest named Enrico Pucci.

The World

Medium elemental (Stand), chaotic evil


Armor Class 28 (natural armor)
Hit Points
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 20 (+5) 18 (+4) 18 (+4) 26 (+8)

Saving Throws Str +16, Dex +16, Con +11, Cha +14
Skills Acrobatics +16, Athletics +16, History +10, Intimidation +14, Investigation +10, Insight +10, Nature +10, Perception +10, Stealth +16, Survival +10
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 13
Languages English
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects DIO also effects The World. Any damage The World takes is instead dealt to DIO. Any effect that targets either The World or user targets both of them. DIO can summon or de-summon The World as a bonus acton. If DIO becomes unconcious, the Stand instantly de-summons. The World and DIO use the same action and bonus action, but moving The World uses a free action. The World can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see The World, 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 The World, and it is no longer invisible to them. The World can phase through creatures/objects and everything seen by The World is also seen by DIO.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage. He regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under his control until they die and control over your minions cannot be taken from him.

Knife Throw. Thrown Weapon Attack: +16 to hit, reach 20/60 ft., one target. Hit: 12 (1d4 + 10) piercing damage.

REACTIONS

MUDA. As a reaction to being targeted by an attack, DIO and The World negates the attack, moves toward them up to 30 ft., and makes an unarmed strike against them, dealing an additional 7 (2d6) bludgeoning damage on a hit. This movement does not provoke opportunity attacks. DIO may spend 1 spirit point to move behind the creature and not attack them, becoming hidden from them until they use an action to look for him or until he would otherwise be made known.

IT WAS ME. As a reaction to an ally being targeted by an attack, DIO and The World negates the attack, moves toward them up to 60 ft., and makes an unarmed strike against them. This movement does not provoke opportunity attacks. DIO may spend 1 spirit point to knock them 10. ft away, also causing the creature's attack rolls to be made with disadvantage for the rest of their turn. They must then succeed a DC 24 Dexterity saving throw or become prone.


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gollark: Hmm, their init system is... 150 lines of code, so about 0.025 potatOSes.
gollark: Ah, found it.
gollark: Besides, this is, like all my stuff, *not very serious*.
gollark: Also I have no clue where to look.
gollark: Thus I am not permitted to do it.
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