Pesci (JJBA Supplement)

Pesci

Medium humanoid (human), neural evil


Armor Class 21 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 14 (+2) 12 (+1) 18 (+4) 16 (+3)

Saving Throws Str +10, Wis +8
Skills Animal Handling +8, Intimidation +7, Investigation +5, Nature +5, Perception +8, Stealth +10, Survival +8
Senses passive Perception 18
Languages
Challenge 9 (5,000 XP)


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

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

Beach Boy Detection. Pesci's Stand takes the form of a fishing rod. If Beach Boy's hook is cast through a wall into a room, he automatically know how many people are inside that room, and can make an attack against one random person in the room with disadvantage.

ANIKI! When an allied creature Pesci can see is reduced to 0 hit points, he gain temporary hit points equal to the amount of damage that reduced them to 0. He also gains advantage on all Beach Boy attacks and is immune to the frightened and charmed condition for 1 minute.

Heart Breaker. While a creature is being grappled by Pesci, they must attempt a DC 10 Constitution saving throw at the start of each of its turns. If it fails three of these saving throws before it is released from the grapple, they die instantly as their heart is ripped out.

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

ACTIONS

Beach Boy. Ranged Weapon Attack: +10 to hit, range 50 ft., one target. Hit: 11 (1d10 + 6) piercing damage while wielded in 1 hand or 12 (1d12 + 6) piercing damage while wielded in 2 hands and Pesci can make a grappling check. Any attacks with this weapon against a grappled creature automatically hits. Critical hits with this weapon occur on an 18-20 and deal an additional 10 (1d20) damage in addition to the typical critical effect. These attacks attacks ignore cover, and can be made through solid objects.

Enhanced Beach Boy. Ranged Weapon Attack: +5 to hit, range 50 ft., one target. Hit: 22 (1d10 + 6 x 2) piercing damage while wielded in 1 hand or 24 (1d12 + 6 x 2) piercing damage while wielded in 2 hands and Pesci can make a grappling check. Any attacks with this weapon against a grappled creature automatically hits. Critical hits with this weapon occur on an 18-20 and deal an additional 10 (1d20) damage in addition to the typical critical effect. These attacks attacks ignore cover, and can be made through solid objects.

Beach Boy Plant. Pesci plants Beach Boy in a place within range. It stays there until it is touched or a Beach Boy attack is made. If it is touched, the creature that did so is automatically hit and grappled by a Beach Boy attack.


[Source]

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gollark: Okay, the people programming applications do not in most cases want exploits.
gollark: Nobody *wants* an exploit.
gollark: I mean, yes, you would be disincentivized to have exploits, but that's... already the case.
gollark: And I don't think punishing waaaay after the exploit exists is helpful.
gollark: I don't trust the legal system to handle this stuff remotely sensibly in practice.
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