Oingo (JJBA Supplement)
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Medium humanoid (Human), chaotic evil
Stand Proud Focus. Oingo 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 Oingo 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 Oingo 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.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Orange Bomb. Oingo drops an orange-shaped bomb anywhere within 30 ft. A creature must succeed a DC 13 Charisma saving throw or believe it is a real orange. If a creature peels it, they take 14 (3d8) fire damage.
Khnum. Oingo transforms his face, body, and voice into a perfect copy of another Medium humanoid. This does not grant their actions or features, but they are indistinguishable by any means.