Polpo (JJBA Supplement)
Polpo
Medium humanoid (human), neutral evil Armor Class 13
Saving Throws Con +6, Wis +7 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Black Sabbath
Medium elemental (Stand), Armor Class 18 (Natural Armor)
Saving Throws Con +9, Wis +7 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. ACTIONSUnarmed 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.
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