Polpo (JJBA Supplement)

Polpo

Medium humanoid (human), neutral evil


Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 15 (+2) 11 (+0) 17 (+3) 17 (+3)

Saving Throws Con +6, Wis +7
Skills History +4, Intimidation +7, Insight +7, Perception +7, Persuasion +7, Stealth +7
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 17
Languages Italian
Challenge 10 (5,900 XP)


Stand Proud Focus. Polpo takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Polpo takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Polpo 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 that attacks him without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Polpo 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.

Spirit Points. Polpo has 9 spirit points which they may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


[Source]

Black Sabbath

Medium elemental (Stand),


Armor Class 18 (Natural Armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 23 (+6) 21 (+5) 11 (+0) 17 (+3) 17 (+3)

Saving Throws Con +9, Wis +7
Skills +9, History +4, Intimidation +7, Insight +7, Perception +7, Persuasion +7, Stealth +10
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 17
Languages Italian
Challenge 10 (5,900 XP)


Manifestation of Will. Any feature that effects Polpo also effects Black Sabbath. Polpo can summon or de-summon Black Sabbath as a bonus action. If Polpo becomes unconcious, the Stand instantly de-summons. Black Sabbath and Polpo use the same action and bonus action, but moving Black Sabbath uses a free action. Black Sabbath can only move up to 250 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 250 ft. radius. While in dim light, this range is doubled and attack rolls against Black Sabbath have disadvantage. While in complete Darkness, this range is limitless and attack rolls can not be made against Black Sabbath. If light changes in a way that puts Black Sabbath outside of its range, you take 3d4 necrotic damage at the end of each turn it is outside its range.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Black Sabbath, 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 Black Sabbath, and it is no longer invisible to them. Black Sabbath can phase through creatures/objects and everything seen by Black Sabbath is also seen by Polpo.

Automatic Stand. Black Sabbath can only attack 1 creature at a time and can only change targets after they have dropped to 0 hit points.

Simple, right? Black Sabbath uses Constitution instead of Strength on Athletics checks, including those for the sake of grappling. Any creatures being grappled by Black Sabbath takes 7 (1d4 + 5) bludgeoning damage at the beginning of both Polpo's and their turn. While grappling a creature with Black Sabbath, Polpo can spend 1 spirit point to force them to become paralyzed until the beginning of Polpo's next turn.

Sorry to keep you waiting. While in darkness or dim light, Polpo becomes invisible for 1 minute or until it takes a hostile action, such as a grapple or attack. This can be done as a bonus action for 1 spirit point.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

There are two paths that you can follow. After grappling a creature for at least 2 rounds, they must succeed a DC 13 Charisma saving throw. On a failure, they are paralyzed for 1 minute and take 49 (10d8) necrotic damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. On a success, they are not paralyzed, take 4 (1d8) necrotic damage, they gain a Stand. If they already have a Stand, they do not gain another. This can not create a Requiem Stand.



Back to Main Page 5e Homebrew Campaign Settings JoJo's Bizarre Adventure World Bestiary (JJBA Setting)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
gollark: <#348702212110680064>.
gollark: https://media.discordapp.net/attachments/426116061415342080/917492159903588362/Screenshot_20211206-124145.png?width=705&height=623
gollark: QR decomposition is where you pick a value Q and a value R, such that your thing is Q and R.
gollark: Didn't LyricLy just say there was an extra 72 hours?
gollark: e^iθ = cos θ + i sin θ, as they say!
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.