Leone Abbacchio (JJBA Supplement)
Leone Abbacchio
Medium humanoid (human), lawful neutral Armor Class 15 (natural armor)
Saving Throws Int +8, Wis +8 Stand Proud Focus. Abbacchio takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Abbacchio 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 Abbacchio takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Moody Blues can make 1 additional melee attack on each of their turns. He can only have up to 4 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, Abbacchio may expend that stack to cause it to deal full critical damage. Spirit Points. Abbacchio has 9 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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Moody Blues
Medium elemental (Stand), chaotic neutral Armor Class 18 (natural armor)
Saving Throws Int +11, Wis +11 Manifestation of Will. Any feature that effects Moody Blues also effects Abbacchio. Any damage Moody Blues takes is instead dealt to Abbacchio. Any effect that targets either Moody Blues or Abbacchio targets both of them. Abbacchio can summon or de-summon Moody Blues as a bonus action. If Abbacchio becomes unconcious, Moody Blues instantly de-summons. Moody Blues and Abbacchio use the same action and bonus action, but moving Moody Blues uses a free action. Moody Blues can only move up to 20 ft. of Abbacchio, and moves in parallel with him when he moves beyond the 20 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. Did you forget? You came here on that bus. If Abbacchio dies while Moody Blues is summoned, he can choose to leave behind an indestructible statue of the person that killed him. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. Rewind. Moody Blues 'rewinds' itself and assume the form of a person Abbacchio has seen in the past day, or that he knows was in the exact spot Moody Blues is in at the time it was rewound to. Once Moody Blues finishes rewinding, it takes every action that the person it is copying did, up to the time that Abbacchio started rewinding. Abbacchio can pause Moody Blues while it is copying a person, allowing creatures that can see it to examine it closer, and he can 'fast-forward' or 'rewind' it, allowing him to skip to different parts of its recording. Fast-forwarding and rewinding happens at a rate of up to 1 minute per year. Abbacchio can end this effect as an action. Abbacchio can make Perception and Investigation checks related to events that your Stand is replaying with advantage. While replicating a creature, Moody Blues can gain any of their skill proficiencies and ability scores for 5 spirit points. You gave permission... for just me to enter?! (2 Spirit Points). As a bonus action, Abbacchio makes Moody Blues look like himself and telepathically order it to perform actions, however it cannot attack while it copies his form. This lasts for 2 minutes, and he can increase the duration by 1 minute by spending 1 spirit point. Abbacchio can end this effect early as an action.
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