Gyro Zeppeli (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 class 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 is not follow traditional CR.

Julius Caesar "Gyro" Zeppeli[edit]

Medium humanoid (Human), any alignment


Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 20 (+5) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +9, Wis +7, Cha +6
Skills Acrobatics +9, Animal Handling +7, Arcana +9, Medicine +7, Nature +9, Perception +7, Performance +6, Religion +9, Stealth +9, Survival +7
Damage Immunities Radiant
Condition Immunities Blinded, Stunned, Poisoned
Senses passive Perception 14
Languages English, Italian
Challenge 10 (5,900 XP)


Dormant Ability. Gyro can see Stands.

Brainstorm. Gyro can replace any saving throw or his AC with an Intelligence saving throw. If the effect is a saving throw that allows him to take half damage on a success, he instead takes no damage on a success. This does not effect the results of a failure.

It's over now, calm down. Gyro loses all conditions after 12 seconds outside of initiative, and his short and long rests take half as long.

Scan. Gyro can see through his steel balls as if they were his eyes.

Spirit Points. Gyro has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Gyro makes 2 attacks with his Steel Balls or one attack with twice as much range.

Steel Ball. Melee or Thrown Weapon Attack: +9 to hit, reach 5 ft. or range 20/100, one target. Hit: 9 (1d8 + 5) bludgeoning damage and 4 (1d8) force damage and 4 (1d8) force or radiant damage. This attack ignores 3/4 cover and counts as a critical on a roll of 18-20. On a miss, this attack still deals half as much damage. Gyro only has 2 steel balls, but they return to him at the beginning of each of his turns after being thrown.

Harden (1 Spirit Point). Gyro uses a steel ball to harden the body of a creature he can touch. They gain a damage reduction of 6 until the beginning of his next turn. Gyro may spend 1 additional spirit point to use this as a bonus action.

Pizza Mozzarella. Gyro removes any condition or effect effecting his psyche, including but not limited to the frightened and charmed conditions, and the confusion spell.

Ball Breaker. While riding a horse, Gyro may charge at least 45 ft. in a straight line and force a creature within succeed a DC 16 Dexterity saving throw or begin to start aging rapidly for 1 minute. They may attempt a DC 16 Constitution or Strength saving throw at the end of each of their turns, ending this effect early on a success. If they fail a number of rounds equal to their Constitution modifier (minimum 2), they die instantly. Gyro may do this once, regaining use at the end of a long rest. Gyro may spend 15 spirit points to use this a second time.


Gyro.jpg Horse01_Val.png
Gyro (above) and Valkyrie (below), Source [1][2]

Born the son of an influential executioner family in Venice in 1866, Gyro Zeppeli quickly mastered the Spin, as was his family's trade. In 1890, a revolution plot was discovered, having been started by a baron named Rippi. He, his family, and his household were sentenced to death, including a 9 year old shoe shiner named Marco. Taking personal issue with the execution of an innocent child with no greater aspiration than to find joy in his work, Gyro vowed to win the Steel Ball Run race in America along with his horse, Valkyrie, and force the king to grant the boy amnesty with the proceeds. Overconfident, slow to kindness, and extremely lethal, Gyro is a surprisingly altruistic man, helping those who can not help themselves, such as Marco and a Standless Johnny Joestar. To those he has managed to befriends, he is an eccentric, pun-loving, spontaneous man.



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