Mario Zucchero (JJBA Supplement)
Mario Zucchero
Medium humanoid (human), lawful evil Armor Class 14
Saving Throws Wis +6 Stand Proud Focus. Zucchero takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Zucchero 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 Zucchero takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Soft Machine can make 1 additional melee attack on each of their turns. He can only have up to 3 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, Zucchero may expend that stack to cause it to deal full critical damage. Spirit Points. Zucchero has 11 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: 6 (1d4 + 4) bludgeoning damage.
|
|
Soft Machine
Medium elemental (Stand), lawful evil Armor Class 20
Saving Throws Wis +6 Manifestation of Will. Any feature that effects Zucchero also effects Soft Machine. Any damage Soft Machine takes is instead dealt to Zucchero. Any effect that targets either Soft Machine or Zucchero targets both of them. Zucchero can summon or de-summon Soft Machine as a bonus action. If Zucchero becomes unconcious, Soft Machine instantly de-summons. Soft Machine and Zucchero use the same action and bonus action, but moving Soft Machine uses a free action. Soft Machine can only move up to 15 ft. of Zucchero, and moves in parallel with him when he moves 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage and, for 1 spirit point, force them to attempt a DC 19 Dexterity or Constitution saving throw. On a failure, they become incapacitated as they deflate until Soft Machine de-summons or Zucchero become unconscious, and they become elastic, can squeeze through spaces as small as 1/8 inch, and they instantly become hidden with a Stealth check of 17. Zucchero may also do this to objects without the saving throw or cost. Zucchero may do this to himself, in which he does not become incapacitated.
|
Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting)