Dordo (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Fighter and Sideshow class and Criminal background, and as such does not follow traditional CR.

Dordo[edit]

Medium construct (human), lawful evil


Armor Class 15 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +4, Insight +5, Persuasion +4, Sleight of Hand +9, Stealth +6
Damage Vulnerabilities lightning
Damage Resistances slashing, necrotic
Damage Immunities poison
Senses passive Perception 12
Languages Common
Challenge 8 (3,900 XP)


Spirit Points. Dordo has 3 spirit points which he may expend. He regains all spirit points at the end of a long rest.

Brainstorm. When Dordo is targeted by a feature in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Dueling. When Dordo is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon (included in attack).

Sneak Attack (1/Turn). Dordo deals an extra 11 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of his that isn't

Cunning Action. Dordo can take the dash, disengage, or hide action as a bonus action.

Assassinate. Dordo has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.

ACTIONS

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Submachine Gun. Ranged Weapon Attack: +6 to hit, range 30/300 ft., one target. Hit: 8 (2d4 + 3) piercing damage 1d4 times. Must be reloaded as an action after 8 shots.

Battle Rifle. Ranged Weapon Attack: +6 to hit, range 120/1200 ft., one target. Hit: 14 (3d6 + 3) piercing damage. Must be reloaded as an action after 20 shots.

Ultrasonic Device (2 Spirit Points). One creature within 30 feet that is not a construct, undead, or elemental or deafened must attempt a Charisma saving throw. On a failure, they are charmed for 1 hour with concentration. Dordo can not use this action if his right arm is destroyed.

REACTIONS

Uncanny Dodge. Dordo halves the damage of one attack that hits them.

Dorudo-MS.png
[Source].

Once an ordinary assassin, over half of Dordo's body was shredded by a grenade in what was supposed to be a simple job. With no other option at life or say in the matter, he was experimented on by the Dress Organization, who grafted advanced cybernetics to most of his body. Now being sworn to secrecy, and being payed handsomely to boot, he began to work for D.O. as his sole employer. Assaulting Dress' highest value escapee on three occasions, once with a shotgun to the back of the head from a man attempting to hide him and Sumire, once with his aroma bats during which he took Sumire hostage, and finally with his own rifle from atop a nearby building, all of which failed, he was forced to return to Dress in shame, where Dr. Kasuminome ordered Walken to execute


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