Stroheim (JJBA Supplement)

Colonel Rudolf von Stroheim

Medium construct, lawful neutral


Armor Class 18 (Cyborg Body)
Hit Points 115 (11d8 + 66)
Speed 40 ft.


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

Saving Throws Str +10, Dex +8, Con +10, Cha +5
Skills Athletics +10, History +7, Intimidation +5, Perception +10
Damage Vulnerabilities Lightning
Damage Resistances Necrotic, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 16
Languages German, Spanish, English
Challenge 10 (5,900 XP)


27,375 PSI. Stroheim has advantage on grappling contests, and checks and saves to avoid becoming restrained.

Internal Machinery. Stroheim can spend 1 spirit point to reload any of his weapons as a free action.

Cyborg. Stroheim's maximum hit points can not be reduced. When Stroheim is reduced to 0 hit points, he becomes paralyzed instead of unconscious. He may spend 3 spirit points while paralyzed in this manner to return to 13 (2d6 + 6) hit points, and he becomes prone until he returns to his maximum hit points.

Spirit Points. Stroheim has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Stroheim makes 2 Unarmed Strike or Finger Gun attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage.

Naval Machine Gun. Ranged Weapon Attack: +8 to hit, range 80/240 ft., one target. Hit: 19 (4d6 + 4) piercing damage. This attack does not require use of either hand.

Finger Gun. Ranged Weapon Attack: +8 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

UV Eye Laser (1 Spirit Point). Every creature in a 30 ft. cone must attempt a DC 16 Dexterity saving throw. On a failure, they take 27 (6d6 + 4) radiant damage.

This plane will be your grave (2 Spirit Points). One creature within 100 ft. must succeed a DC 16 Dexterity saving throw or become restrained for 1 minute and take piercing damage equal to the remaining range. On a success, they take half as much damage and are not restrained. They may attempt a DC 16 Strength saving throw, ending this effect early on a success. After using this once, Stroheim loses his Multiattack until he moves to the space the target was at and retrieves his action as an action. After using this twice without retrieving either of his hands, he can only use his Naval Machine Gun and UV Eye Laser.

Greatest In The World (2 Spirit Points). Stroheim makes 5 attacks with his Naval Machine Gun.


Source

Originally a despicable Nazi major in charge of the dig site around Santana's pillar, Rudolf von Stroheim had no choice but to team up with Joseph Joestar to take down the Pillar Man. After his attempted suicide via grenade in order to expose Santana to the sunlight, he was reborn as a cyborg specifically created to combat the remaining 3, and as a man willing to fight for the safety of the world with a group of foreigners, now including Lisa Lisa and Caesar Zeppeli. After Kars' ultimate defeat, he was deployed to Stalingrad where he fought bravely in hopes that his country would survive long enough to make amends.


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