Iggy (JJBA Supplement)

Iggy

Medium beast (Boston Terrier), chaotic neutral


Armor Class 15
Hit Points 60 (11d8 + 11)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 12 (+1) 12 (+1) 20 (+5) 18 (+4)

Saving Throws Con +6, Wis +10
Skills Acrobatics +10, Animal Handling +10, Athletics +9, Investigation +6, Nature +6, Perception +10, Survival +10
Senses passive Perception 20
Languages
Challenge 13 (10,000 XP)


Stand Proud Focus. Iggy takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Iggy 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 Iggy takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and The Fool 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, Iggy may expend that stack to cause it to deal full critical damage.

Spirit Points. Iggy has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Flee. Iggy doubles his and The Fool's burrowing speed for 1 minute.


The Fool

Medium elemental (Stand), chaotic neutral


Armor Class 17
Hit Points
Speed 30 ft., fly 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 25 (+7) 17 (+3) 12 (+1) 20 (+5) 18 (+4)

Saving Throws Con +8, Wis +10
Skills Acrobatics +12, Animal Handling +10, Athletics +11, Investigation +6, Nature +6, Perception +10, Survival +10
Damage Immunities All damage.
Senses passive Perception 20
Languages
Challenge 13 (10,000 XP)


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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 bludgeoning damage.

Enhanced Unarmed Strike (1 Spirit Point/minute). +12 to hit, reach 30 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

I'll just hide here... (2 Spirit Points). The Fool creates a 10 ft. dome of earth around Iggy that counts as full cover to any creatures inside it. He may spend 1 additional spirit point to double the dome's size.

Sand Doppleganger (2 Spirit Points). The Fool creates an identical copy of a creature Iggy has seen. This copy is identical to the original, save for having an AC of 10 and 8 hit points. They retain any physical attacks that the original possesses, but cannot use magical attacks or ranged weapons. A creature can see the doppleganger as a fake with a successful DC 18 Insight check. If successful, the copy appears to be made out of sand. These copies last for up to 1 minute. Moving a doppleganger can be done in the same manner as The Fool with a distance of 30 ft.

Mold Earth. The Fool uses [mold earth].



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