Boingo (JJBA Supplement)
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Small humanoid (Human), lawful neutral
Stand Proud Focus. Boingo 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 Boingo takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He 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 Boingo 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. Boingo has 5 spirit points which he can expend. All spend spirit points are regained at the end of a long rest.
Book. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Tohth (1 Spirit Point). Boingo turns the page of the comic book that is also his Stand as a full turn action. He and any creature he shows it to can see anything that happens within 100 ft. of them until the beginning of Boingo's next turn. They can take the Ready action as a free action, any attack made against them has a disadvantage, and they gain advantage in all saving throws saving throws.
A loyal servant of DIO, Boingo is the younger brother of Oingo. Despite being genuinely good hearted when left to his own devices, his weak will allows him to be manipulated by his brother and the rest of his "comrades". Despite having an incredibly powerful Stand, its situational nature keeps it from being viable on its own. To remedy this after his brother's accidental hospitalization, he joined forces with Hol Horse to form a supposedly unstoppable team of "number 2"s.