Vinegar Doppio (JJBA Supplement)
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Medium humanoid (Human), lawful neutral
Saving Throws Dex +8, Cha +11
Stand Proud Focus. Doppio 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 Doppio takes damage from a hostile creature or as a bonus action, he makes 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 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He 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 Doppio 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. Doppio has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Epitaph. As a full turn action, Doppio becomes aware of everything that will happen within 30 ft. of him until the start of his next turn. He can use the ready action as a free action, any attack made against him have disadvantage, and he gains advantage on all saving throws. Doppio cannot activate this feature on the round after it ends. He may spend 1 spirit point to cause any attack that hits him during Epitaph to deal half damage.
Transform. As a bonus action, Doppio becomes Diavolo at the beginning of his next turn, missing the same number of hit points from his maximum.