Monster - Dio

by Lobbo Doggo

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Dio Brando

Medium undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 16 (+3) 20 (+5)

  • Saving Throws Dex +9, Wis +8, Cha +10
  • Skills Arcana +8, Deception +10, Stealth +9
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common
  • Challenge 15 (13,000 XP)

Freeze. As a bonus action, if Dio hasn't made a drink attack on his turn, he can force a creature he's grappling to make a DC 17 Constitution saving throw or be stunned for one minute as Dio absorbs the heat from the creature's body. At the end of its turns, the target must make a Constitution saving throw. On a failed save, it takes 18 (4d8) cold damage. On a successful save, the effect ends. If this damage reduces a creature to 0 hit points, the target dies and is petrified in ice.
    If a creature within 5 feet of the target uses an action to warm the frozen creature, or if some other effect melts the ice (such as the target being set ablaze), the effect ends.

Legendary Resistance (3/Day). If Dio fails a saving throw, he can choose to succeed instead.

Regeneration. Dio regains 20 Hit Points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Dio takes radiant damage or damage from holy water, this trait doesn't function at the start of Dio's next turn.

Spider Climb. Dio can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Hypersensitivity. Dio takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Actions

Multiattack Dio makes two attacks, only one of which can be an drink attack.

Unarmed Strike. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Dio can grapple the target (escape DC 17).

Drink. Melee Weapon Attack. +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dio, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 9 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dio regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
    The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Dio's control.

Space Ripper Stingy Eyes (Recharge 5-6). Dio fires highly pressurized blood from his eyes a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) magical piercing damage on a failed save, or half as much damage on a successful one. This lines ignores cover and deals double damage to objects and structures.

Legendary Actions

Dio can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dio regains spent legendary actions at the start of his turn.

Move. Dio moves up to his speed without provoking
    opportunity attacks.
Unarmed Strike. Dio makes one unarmed strike.
Drink (Costs 2 Actions). Dio makes one drink attack.
Freeze. (Costs 2 Actions.) Dio uses his freeze.

.

By lobstaris

Dio Brando and DIO by Hirohiko Araki, for JoJo's Bizzare Adventure. Pictures from JoJo's Bizarre Adventure: Eyes of Heaven.



DIO

Medium undead, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 204 (24d8 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 19 (+4) 19 (+4) 24 (+8)

  • Saving Throws Dex +11, Wis +10, Cha +14
  • Skills Arcana +10, Persuasion +20, Stealth +11
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common
  • Challenge 18 (20,000 XP)

Legendary Resistance (3/Day). If DIO fails a saving throw, he can choose to succeed instead.

Regeneration. DIO regains 20 Hit Points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If DIO takes radiant damage or damage from holy water, this trait doesn't function at the start of DIO's next turn.

Spider Climb. DIO can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stop Time (Recharge 5-6). On DIO's turn, he can stop time. During this stopped time, he can move up to his speed then can take one additional action and bonus action on top of his regular action and possible bonus action. Any creature besides DIO can't see or sense DIO, can't use its reaction and has disadvantage against saving throws during this stopped time. Time resumes when DIO completes his additional actions.

Sunlight Hypersensitivity. DIO takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

The World. DIO can use a bonus action to summon The World in an empty space within 5 feet of him. A manifestation of DIO's soul, The World is a humanoid-looking shape that can only be seen by DIO and creatures with truesight. The World can be dismissed without requiring an action.

    When summoning the World and as a bonus action on subsequent turns, DIO can move The World up to 30 feet, though it can't move farther than 30 feet of DIO.
    When DIO makes an unarmed strike or dagger attack, he can forgo the attack to allow The World to make the same attack instead, using DIO's statistics.

Actions

Multiattack DIO makes four attacks, only one of which can be an drink attack.

Unarmed Strike. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Instead of dealing damage, DIO can grapple the target (escape DC 19).

Dagger. Melee or Ranged Weapon Attack. +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Drink. Melee Weapon Attack. +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by DIO, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 9 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and DIO regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
    The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under DIO's control.

Road Roller (1/Day). This action can only be used with the action gained from Stop Time. DIO disappears and reappears 40 feet above a space within 40 feet of him holding a Large steamroller, and they both fall. During this fall, it can enter Large or smaller creatures' spaces. A creature whose space the steamroller enters must make a DC 19 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the steamroller's path. On a failed save, the creature falls with the steamroller, is knocked prone and takes 28 (8d6) bludgeoning damage plus any damage taken from falling. DIO ends this action on top of the steamroller and is immune to any damage taken from falling during this action.
    If the steamroller remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the steamroller. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 19 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the steamroller and is no longer restrained.

Legendary Actions

DIO can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. DIO regains spent legendary actions at the start of his turn.

Move. DIO moves up to his speed without provoking
    opportunity attacks.
Unarmed Strike. DIO makes one unarmed strike.
The World. DIO summons The World if it isn't already
    present, moves it, and makes one unarmed strike
    through The World.
Drink (Costs 2 Actions). DIO makes one drink attack.

 

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