Dr. Ferdinand (JJBA Supplement)
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Medium humanoid (Human), chaotic neutral
Saving Throws Int +6, Wis +7
Stand Proud Focus. Dr. Ferdinand takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Dr. Ferdinand 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 4 "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 Dr. Ferdinand 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.
Scary Monsters. Dr. Ferdinand can consume rocks as if they were food.
Spirit Points. Dr. Ferdinand has 9 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
I Will Stand Above That Flock of Pigeons and I Will Control Them... One beast or monstrosity within 45 feet becomes a dinosaur of the same size that is charmed by him. He may have up to 8 of these dinosaurs turned at a time, 2 of which can be Medium or Large, and none of which may be Huge or larger.
Kkoo! Kkoo! One of Dr. Ferdinand's dinosaurs becomes a fossil. A creature must succeed a DC 21 Perception check to differentiate them from a normal object. Dr. Ferdinand may end this effect at will.