Coco Jumbo (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.

Coco Jumbo[edit]

Tiny beast (turtle), neutral

Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 5 ft.

6 (-2) 6 (-2) 12 (+1) 9 (-1) 7 (-2) 15 (+2)

Saving Throws Con +3
Skills Nature +1, Stealth +0, Survival +0
Senses passive Perception 8
Challenge 1/4 (50 XP)

Stand Proud Focus. Coco Jumbo takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. She also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

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

Mr. President. Coco Jumbo has a key embedded in its shell that can be removed. When removed, it leaves an indentation. When the key is attached to Coco Jumbo's body, creatures may touch the gem to enter a spacious room containing various comfortable furniture and appliances. The room has electricity and wifi. Creatures may leave the room as an action. If the key is removed from Coco Jumbo's body, creatures inside the room appear as close around him as possible in a random placement.


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