Pannacotta Fugo (JJBA Supplement)
Pannacotta Fugo
Medium humanoid (Human), lawful neutral Armor Class 16 (natural armor)
Saving Throws Str +9, Cha +10 Stand Proud Focus. Fugo takes 3 less damage from piercing, slashing, and bludgeoning damage. Any Intimidation checks against Fugo automatically fail. Exploit the Armor. When Fugo 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 Fugo takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Purple Haze 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, Fugo may expend that stack to cause it to deal full critical damage. Urgrrrrrr. Fugo has advantage on Intimidation and Medicine checks. Spirit Points. Fugo has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
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Purple Haze
Medium elemental (Stand), Armor Class 19 (natural armor)
Saving Throws Str +13, Cha +10 Manifestation of Will. Any feature that effects Fugo also effects Purple Haze. Any damage Purple Haze takes is instead dealt to Fugo. Any effect that targets either Purple Haze or Fugo targets both of them. Abdul can summon or de-summon Purple Haze as a bonus action. If Fugo becomes unconcious, Purple Haze instantly de-summons. Purple Haze and Fugo use the same action and bonus action, but moving Purple Haze uses a free action. Purple Haze can only move up to 15 ft. of Fugo, and moves in parallel with Fugo when he moves beyond the 15 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Purple Haze, 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 Purple Haze, and it is no longer invisible to them. Purple Haze can phase through creatures/objects and everything seen by Purple Haze is also seen by Fugo. UBASHAAAAAAAAAAAAAAAA. Any creature is within 5 ft. of Purple Haze must make a DC 18 Strength saving throw or take 7 (2d6) acid or bludgeoning damage, as determined by Fugo. Each creature can only trigger this feature once per round. ACTIONSUnarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage. Virus Capsule. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 47 (12d6 + 5) acid damage, Fugo loses the charmed and frightened conditions if he has either, and they must attempt a DC 18 Constitution saving throw. On a failure, they become poisoned for 1 minute. While poisoned in this manner, they also take 2 (1d4) acid damage at the end of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Fugo may do this up to 6 times, regaining all uses at the end of a long rest, and 1 use at the end of a short rest or for 2 spirit points. This can not benefit from Exchange Blows. Virus Cloud. Purple Haze creates a 10 ft. radius cloud of virus form an area it can touch that lasts for 1 minute or until a strong enough wind blows it away. Any creature that enters this space or starts their turn in it must attempt a DC 18 Constitution saving throw. Upon failure, the target is subject to the effects of Virus Capsules, including becoming poisoned in the same manner. On a success, they take half as much damage and are not poisoned. This consumes 1 use of Virus Capsules.
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