Billie Ray (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Billie Ray[edit]

Medium undead (zombie), neutral evil

Armor Class 13
Hit Points 26 (4d8 + 8)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 12 (+1)

Saving Throws Wis +4, Cha +3
Skills Perception +4, Performance +3, Persuasion +3, Sleight of Hand +5, Survival +4
Senses Darkvision 60 ft., passive Perception 14
Languages English, Spanish
Challenge 4 (1,100 XP)

Stand Proud Focus. Billie 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 Billie takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or their Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Billie successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Regeneration. Billie regains 8 (2d6 + 1) hit points and the start of their turn if they have at least 1 hit point and isn't in sunlight. They may spend 1 spirit point when this happens to double the hit points regained. If he takes radiant damage, this trait doesn't work until the start of his next turn. When he 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.

Alcohol Resistant. Any drink Billie consumes counts as 1 strength tier lower, and watered alcohol requires 3 drinks to gain 1 level of intoxication.

Undead Fortitude. If damage reduces Billie to 0 hit points, he may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, he drops to 1 hit point instead.

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

Spirit Points. Billie has 3 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Revolver. Raned Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage. This must be reloaded after 12 shots.

Drinking Game. Billie verbally challenges a creature to a drinking game. If they outright refuse, they automatically fail. He and the challenger take turns drinking a drink of a strength agreed upon before the beginning of the game, with the first being decided by coin-toss. A creature loses if they fall unconscious. If he loses, he can not challenge or attack the other creature or any creature they verbally forbid him from doing so for 1 minute, and they may command him to release up to 3 souls of their choice. If they lose, a revolver materialized in his hand as he removes their soul with a single gunshot, killing them instantly. Their soul is then stored inside his pistols. If he gains a soul above this limit, he must free 1 of his choice. A freed soul will revive its original body if it was removed less than 48 hours ago, otherwise it will pass into the afterlife.


The rules were set, now who's next? As a reaction, or for 1 spirit point, Billie adds the number of Stands he does not have summoned to his AC or saving throw.


Born William McKinley of February 25th, 1836 in modern day Oklahoma to a small family of farmers, Billie Ray was born with a spark in his mind; a constant feeling that he was destined for greatness. This voice grew silent with the sting of each bruise laid on him by both of his parents, leading him to make his own path in both life and the desert at the age of 9. Barely surviving by scrounging on the skirts of small towns and hunting wildlife before it could hunt him, until the day everything changed; the day that would have been his 10th birthday, the first day he held his first gun. Finding a Colt Paterson, along with a healthy heaping of ammunition, under a particularly large rock that had been stashed by an outlaw as he skipped town, the incessant rumblings in Billie's stomach knew what he had to do. Shortly coming across a peculiar-looking man travelling across an empty trail with a strange, hand-held trunk in one of his hands, Billie aimed the barrel and pulled the trigger. Cracking open the case, he was greeted with nothing but an odd, burned stone. Cursing his luck, his head slammed to the ground as he was struck with a violent ache in his entire body. He lay there for a week, feasting off the oddly un-rotting corpse in front of him, drinking its blood when needed. As a pack of wolves surrounded him the final day, he was unable to even lift the revolver held tightly in his hands. In what felt both shocking and instinctive to him, he ordered the half-eaten corpse of his first kill to defend him. Rising to its feet, it killed each and every wolf in the pack. Miraculously cured of his illness in that moment, the corpse fell to the ground, revealing a spirit shifting between the businessman and what he would come to call Drink with the Living Dead.

Drink with the Living Dead[edit]

Medium elemental (Stand), any alignment

Armor Class Expression error: Missing operand for +. (natural armor)
Hit Points
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 12 (+1)

Saving Throws Wis +4, Cha +3
Skills Animal Handling +4, Perception +4, Performance +3, Persuasion +3, Sleight of Hand +5
Senses Darkvision 60 ft., passive Perception 14
Challenge 4 (1,100 XP)

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

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

Ghost Shot. Billie may summon a number of Drink With the Living Deads equal to the number of souls stored in his revolvers. All summoned Stands follow the exact same orders. These souls may take their soul form, or appear identical to how they looked in life.


Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and Billie regains an equal number of hit points.


Having awakened his Stand ability from a piece stone from the impact of the Cape York meteor, Billie began his life as a criminal. Walking into the center of the closest town confidently, human blood smeared across his face, he announced to the world that who he was, a young man who's dim spark had become a ray of vaporizing light; Billie Ray. Slaying 5 men of the law in cold blood in a single night, he replaced the his ancient gun with two state-of-the-art Colt Walkers. The most feared man in the territory and king of the town, he took what he wanted, when he wanted it, but otherwise allowed the town to govern itself. Occasional rebellions occurred within the town, with each one resulting in 3-7 more graves that needed to be dug. Bulletproof and blessed by the devil himself, becoming less and less human by the day, it wasn't uncommon for him to challenge those who came to kill him inside his luxurious abode to a drinking game. If they won, he would leave the town forever and become a man of God. If he won, they would die. It wasn't until a total of 30 men had died by his hand that the town had truly boiled over. Assembling a militia of 31 men from the surrounding towns, his doors and windows were boarded, and his extravagant home was set ablaze. As the fire burned around the criminal of 31 years, he only laughed as his charges were read to him: 31 counts of murder, 30 counts of witchcraft, and 1 count of cannibalism. Shouting that the flames only disappointed him, the militia fired a volley from their Colt Army Model 1860s, as 186 silver bullets ripped through his body. It wouldn't be until DIO had awakened his complete power and defeated the Joestars that he would be resurrected once again, this time a truly undead monster, to once again wreak havoc in his master's name.

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