Green Baby (JJBA Supplement)
The Green Baby
Tiny humanoid (Human), neutral Armor Class 10 (natural armor)
Saving Throws Str +4, Dex +4, Con +5, Cha +10 Stand Proud Focus. the Green Baby takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When the Green Baby takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or 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 your 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. Exploit the Armor. When the Green Baby 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. the Green Baby has 20 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d4 - 2) bludgeoning damage.
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Green, Green Grass of Home
Tiny elemental (Stand), Armor Class 24 (natural armor)
Saving Throws Str +16, Dex +16, Con +16, Cha +10 Manifestation of Will. Any feature that effects Green, Green Grass of Home also effects the Green Baby. Any damage Green, Green Grass of Home takes is instead dealt to the Green Baby. Any effect that targets either Green, Green Grass of Home or the Green Baby targets both of them. The Green Baby can summon or de-summon Green, Green Grass of Home as a bonus action. Green, Green Grass of Home and the Green Baby use the same action and bonus action, but moving Green, Green Grass of Home uses a free action. The Stand can only move up to 5 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 5 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user. Zeno's Paradox. Green, Green Grass of Home can only attack Tiny creatures. Any creature of the Green Baby's choice within 5 feet becomes Tiny. Every time this distance doubles (10, 20, 40), the maximum size category increases by 1 (Small, Medium, Large). Creatures can not exceed their default size category from this effect. Creatures within 5 feet have their movement speed divided by 30 when moving toward the Green Baby. ACTIONSUnarmed Strike. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (1d8 + 10) bludgeoning damage. That’s what it means to live (8 Spirit Points). As a full turn action, a creature within 1 ft. of the Green Baby must make a DC 16 Dexterity saving throw at the beginning of its next turn if they do not leave a 1 ft. area and the Green Baby does not take damage. On a success, they are moved 2 ft. away from the Green Baby. On a failure, they are paralyzed if they do not leave a 1 ft. area of the Green Baby before this effect ends, they are shrunk to 0 as they and every item they have on them is destroyed instantly. REACTIONSThere’s no concept for “weak” or “strong”. The Green Baby causes a projectile that targets it to be reduced to 0, causing it to deal no damage. The Green Baby may spend 2 spirit points as part of this reaction to regain its reaction. |
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