Vanilla Ice (JJBA Supplement)

Vanilla Ice

Medium undead (Vampire), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft.


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

Saving Throws Str +11, Dex +11, Con +9
Skills Acrobatics +11, Athletics +11, Nature +9, Perception +8, Stealth +11, Survival +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses blindsight 120 ft., passive Perception 16
Languages English
Challenge 16 (15,000 XP)


Regeneration. Ice regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If Ice takes radiant damage, this trait doesn't work until the start of their next turn. When Ice is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of their next turn.

Sunlight Hypersensitivity. Ice takes 7 (2d6) radiant damage at the beginning of each turn he starts their turn in sunlight, or when he enter direct sunlight.

Stand Proud Focus. The Stand user takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Ice takes damage from a hostile creature or as a bonus action, he make a DC 11 Constitution saving throw. On a success, he and Cream can make 1 additional melee attack on each of their turns. Ice 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 Ice 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.

Kick. Ice's attacks deal twice as much damage to prone creatures.

Spirit Points. Ice has 8 spirit points which they may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Ice regain a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under their control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

Regeneration (1 Spirit Point). If he has at least 1 hit point, Ice recovers 95 hit points or regains 1 lost limb within 30 ft. of him. He may spend 1 additional spirit point to double these effects.


Source

The most loyal out of any of DIO's fervent minions, falling short only to Pucci (who is not a servant but a true ally), Vanilla Ice is a skilled Stand user with a most terrifying ability. Shortly after the Joestar Group entered DIO's mansion, he reported the defeat of Telence T. D'Arby and offered his own life as tribute to DIO to finalize his connection to his body, decapitating himself with his own Stand. Refusing the offering for the poetry of using Joseph Joestar's blood, he converted the minion into a full blown vampire, reversing the intended blood transfer. After successfully slaying both Iggy and Mohammed Abdul, he was slain by an enraged Jean Pierre Polnareff, or more accurately committed suicide-by-sunlight in response to his taunts.

Cream

Large elemental (Stand), any


Armor Class 21 (Natural Armor)
Hit Points &mdash
Speed 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 22 (+6) 18 (+4) 18 (+4) 16 (+3) 14 (+2)

Saving Throws Str +14, Dex +11, Con +9
Skills Acrobatics +11, Athletics +14, Nature +9, Perception +8, Stealth +11, Survival +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses blindsight 120 ft., passive Perception 16
Languages English
Challenge 16 (15,000 XP)


Manifestation of Will. Any feature that effects Vanilla Ice also effects Cream. Any damage Cream takes is instead dealt to Ice. Any effect that targets either Ice or Cream both of them. Ice can summon or de-summon Cream as a bonus acton. If Ice becomes unconcious, Cream instantly de-summons. Ice and Cream use the same action and bonus action, but moving Ice uses a free action. Cream can only move up to 15 ft. from Ice, and moves in parallel with Ice when he moves beyond the 15 ft. radius.

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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Ice regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under their control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

Gobble. Cream shoves Ice into its endless void. They occupy the same space, and Ice can not be targeted by any effect.

Disintegration. Cream becomes invisible and immune to all damage, but can not take actions or bonus actions. Once per turn, a creature that Cream is in the same space of must make a DC 19 Dexterity saving throw. On a failure, they take 42 (8d12) force damage. Any object in Cream's path is instantly destroyed. If there is a visible cloud in the area that Cream is moving through, it is not invisible, and creatures have advantage on this saving throw. While in this state, Cream can move in a 30 ft. radius of Ice, and gains a flying speed equal to its movement speed. If this is used while Gobble is active, Ice and Cream are considered blind and deaf, and Ice must poke his head through Cream at the end of 2 turns to survey the area, provoking opportunity attacks.



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