L.A. Boomboom (JJBA Supplement)
L.A. Boomboom
Medium humanoid (Human), lawful evil Armor Class 11
Saving Throws Wis +3 Stand Proud Focus. L.A. takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When L.A. takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They 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 L.A. successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5. Spirit Points. L.A. has 3 Spirit Points which they 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: 4 (1d4 + 2) bludgeoning damage.
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Tomb of the Boom 3
Medium elemental (Stand), any alignment Armor Class 13 (natural armor)
Saving Throws Wis +5 Manifestation of Will. Any feature that effects L.A. also effects the Stand. Any damage the Stand takes is instead dealt to L.A.. Any effect that targets either the Stand or L.A. targets both of them. L.A. can summon or de-summon the Stand as a bonus action. If L.A. becomes unconscious, the Stand instantly de-summons. the Stand and L.A. use the same action and bonus action, but moving the Stand uses a free action. the Stand can only move up to 45 ft. of L.A., and moves in parallel with L.A. when they move beyond the 15 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. Do I look like a stork? Tomb of the Boom may completely transform the shape of any metal within 5 ft. of it at will. If the metal is part of an attack, such as a thrown steel ball or longsword, it may attempt a Strength saving throw against the attack roll, causing the attack to fail and the weapon to be destroyed on a success. It may spend 1 spirit point to cause this to automatically succeed. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and L.A. may spend 1 spirit point to force them to make a DC 13 Strength saving throw. On a failure, any metal objects are attracted toward them. Objects are attracted from twice as far as the range listed at the bottom of the page, and move as far as the listed range at the beginning of each of L.A.'s turns. The objects make an attack roll using Tomb of the Boom's Strength modifier. This effect ends if your Stand is not within 60 ft. of them. While within 15 ft., these attacks have advantage, and while within 5 ft. they have advantage. I'll tear through your arteries! One creature within 15 ft. must make DC 13 Constitution saving throw. On a failure, either the iron is sucked out of their blood dealing 10 (2d6 + 3) piercing damage, or half as much damage on a success; or they become restrained for 1 minute using your iron sand. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.
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Weight (lb.) | Distance (ft.) | Damage Die | |
---|---|---|---|
1-4 | 70 | 1d6 | |
5-9 | 60 | 2d6 | |
10-29 | 50 | 3d6 | |
30-49 | 40 | 4d6 | |
50-99 | 30 | 5d6 | |
100-199 | 20 | 10d6 | |
200+ | 10 | 20d6 |
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