Master Roshi (5e Creature)

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Master Roshi (Pilaf Saga)[edit]

Medium humanoid (human), lawful neutral


Armor Class 28 (unarmored defense)
Hit Points 188 (13d12+104)
Speed 90 ft. (unarmored movement)


STR DEX CON INT WIS CHA
25 (+7) 29 (+9) 27 (+8) 17 (+3) 29 (+9) 16 (+3)

Saving Throws Str +11, Dex +13, Con +12, Wis +13
Skills Acrobatics +13, Arcana +7, Athletics +11, Deception +7, History +7, Insight +13, Perception +13, Performance +7
Senses passive Perception 23
Languages common
Challenge 11 (7,200 XP)


Ki. Roshi has 64 Ki points to use on ki based moves. he recovers 9 Ki Points with a short rest and recovers all ki points with a long rest.

Immortality. Roshi will not die by aging.

Ki Coated Limbs. as long as Roshi has at least 1 ki point, he may choose for his unarmed strikes to deal force damage.

Martial Resilience. Roshi has a damage reduction of 23. This reduction is not applied if he is surprised or attacked by a hidden creature.

Weakest Race. In comparison to other races, an Earthling is considered the weakest amongst the mortal races. Due to this, they can capitalize on this expectation. Once per long rest Roshi may roll any d20 roll with advantage, or force a creature making a d20 roll against an effect originating from him to do so at disadvantage.

Focused Ki Control. So long as Roshis Ki Points are equal to half his Ki Point maximum (32) or higher, he gains a +1 bonus to Initiative Rolls, Armor Class and Unarmed Strikes, Roshi also reduces all damage taken by 1.

  • initiative: +10
  • AC: 29
  • Martial arts:+14 to hit and (1d10+10) damage
  • Martial reslience: 24

Ki Empowered Blows. Roshis attacks with Unarmed Strikes count as magical for overcoming resistances. Roshi also deals an extra d12 of force damage with his unarmed strikes.

Ki Blast enhance. Roshi can choose to spend up to 4 Ki Points to enhance his ki blast, adding 1d8 per point spent.

Resistant. When Roshi is subjected to an effect that allows him to make a saving throw of the chosen ability to only take half damage, he instead take's no damage if he succeeds on the Saving Throw, and only half damage if he fail's.

  • Evasion - Dexterity Saves

Focused Ki Punch. When Roshi make's an unarmed strike, he may spend up to 4 Ki points to add 1d8 per point spent.

Ki Body Improvement. Whenever Roshi make any physical skill checks he may spend 1 ki point to grant himself advantage and/or spend up to 4 ki points to grant himself a bonus equal to the amount spent.

Ki Speed Burst. Roshi may spend 2 ki points to take the dash action as a free action and/or spend an additional number of ki points up to 8 Ki to increase his movement speed by a number of feet equal to the amount spent times 5.

Unyielding Determination. Whenever Roshi has to make a physical or Wisdom saving throw, he may spend 4 ki points to give himself advantage on the roll(this may be done after he rolls it normally to get a re-roll), he may also use ki to grant himself a bonus to the saving throw, for every 3 ki, he gets a +1 bonus. Roshi may use the two parts of this feature twice.

Technique Discipline. whenever Roshi uses a Turtle School technique, the ki point cost is decreased by 9, also he may choose to add damage die equal to his Wisdom modifier (+9) or increase the DC by his Wisdom modifier (+9).

ACTIONS

Multiattack. Roshi makes 4 attacks.

Martial Arts. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage.

Ki Blast. Ranged Ki Attack: +13 to hit, range 20/80 ft., one target. Hit: 14 (1d10 + 9) force damage.

Kamehameha. As an action for 3 Ki, Roshi brings his hands together on his side, gathering ki in between them, releasing a beam of pure ki in a 70 ft long, 5 ft wide straight line, the target must make a DC 21 DEX Save or receive 10d10 force damage, or half on a failure.

Thunder Shock Surprise. As an action for 11 ki, Roshi generates an electric wave and arcs it towards a creature within 30 ft of him. They must make a DC 21 CON Save, taking 15d10 lightning damage and becoming paralyzed until the end of their turn on a failure, making the same throw on the end of each of their turns, taking 5d10 lightning damage for each turn they are under this effect. Upon success, this technique will end. Roshi must spend 5 ki for every turn after that it is active. Roshi may not move or take actions while concentrating on this technique.

Sleepy Boy Technique. As an action Roshi Chooses 1 creature within 30 feet that he can see, forcing it to make a DC 21 Wisdom saving throw. On a failure, the target falls asleep for 1 minute and no effect on a success. Creatures effected by the technique fall unconscious until the technique ends, the target takes damage or someone uses an action to wake the creature up. At the end of the targets turn, they can repeat the save and end the effect early.

Kiai. As an action for 1 Ki Roshi infuses the ambient air with ki around him and releases a powerful shockwave to push away foes. All targets within a 5ft radius must make a DC 21 Strength saving throw. On a failure, they take 2d6 Force Damage and are pushed backwards 15ft. On a successful save, they take half as much damage and are not pushed back.

Max Power Form. As an action Roshi buffs up increasing his power, he gains the following benefits:

  • Roshis size becomes Large
  • Roshis STR becomes 31(+10) and CON becomes 33(+11)
  • Roshis Dexterity becomes 25(+7)
  • Roshis martial arts becomes 1d12
  • Roshis movement speed is halved (45 ft.) and hes unable to take the Dash Action
  • When Roshi uses a Ki Technique, the damage of that technique is doubled, including any extra damage he puts into it
  • After 1 minute passes or Roshi uses a Ki Technique, the transformation ends and he gains 3 levels of Exhaustion

BONUS ACTIONS

Ki Sense. As a bonus action Roshi may feel the presence of any living being in a radius 99 feet, he may spend Ki when doing this to increase the radius further, multiplying the distance by the amount spent, spending 1 point multiplies it by 1.5 times. Roshi is able to identify the ki of a specific creature as long as he's felt it before.

Ki Charging. as a bonus action, Roshi may regain 20 Ki Points, this amount doubles if performed as an Action instead and triples if done as a full turn action. Roshi may use this feature 2 times, recovering all uses on a short or long rest. Additionaly Roshi may use the Ki Charge feature as a free action once per short or long rest, with it recovering Ki as if used as a bonus action.

Flurry Of Blows. Roshi may use 1 ki point to perform four attacks as a Bonus Action. Also Roshi may spend 1 more ki point to make another 2 additional attacks, he also receives +2 damage for every successful hit he does in a row.

Perfect Dodge. Roshi can use 1 ki point to take the dodge action as a bonus action. Additionally Roshi also receives advantage on Dexterity saving throws and gains +1 AC.

Move Like Lightning. As a Bonus Action Roshi can take the Dash or Disengage Action.

Drunken Fist. As a bonus action Roshi imitates the mannerisms of a drunken person, making his movements very difficult to predict, every time he takes the attack action, the target must make a DC 21 perception check, on a fail, all of Roshi's attacks are done with advantage and add +4 to hit. On a success, that creature is immune to this feature for 24 hours. Additionaly when a creature attacks him, they must also make a DC 21 perception check, on a failure, all of their attacks are made with disadvantage. On a success, that creature is immune to this feature for 24 hours.

REACTIONS

Ki Body Coating. As a bonus action or reaction, Roshi can coat his body with ki, he can spend up to 4 ki points granting himself a number of temporary hit points equal to the amount spent times 10. Additionally Roshi cant use this technique if he still has temporary hit points from a previous use. Roshi is also able to cancel this ability as a free action.

Deflect Missiles. As a reaction Roshi can deflect or catch an oncoming ranged weapon/small ki attack. when hit, the attack is reduced by (2d10+20) If he reduces the damage to 0, he can catch the projectile and spend 1 ki point as the same reaction to make a ranged attack with a range of 20/60 using the projectile or piece of ammunition with profiency.

Afterimage Technique. As a reaction to a projectile, melee weapon attack, unarmed strike, or a line Dexterity saving throw, Roshi can spend 1 ki point to move up to his walking speed to any location he wants, potentially making the attack miss. This movement does provoke attacks of opportunity. If the creature's attack roll was higher than not only Roshi's AC but also his Dexterity score, he takes half as much damage from the attack and moves half as much with this technique.

LEGENDARY ACTIONS

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

Martial Arts. Roshi does 3 martial art attacks.

Ki Charge. Roshi uses his Ki charge feature.

Thunder-Shock-Surprise (costs 2 actions). Roshi uses his thunder-shock-surprise technique.

Kamehameha (costs 2 actions). Roshi uses his Kamehameha.

Max Power Form (costs 3 actions). Roshi uses his max power form.

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Power Level: 50.5

Items: Three star dragon ball, staff

3.00
(2 votes)

Back to Main Page5e HomebrewCreatures Back to Main Page5e HomebrewCampaign SettingsDragon Ball 5E: Strongest Under The Heavens (5e Campaign Setting)Bestiary (Dragon Ball 5E: Strongest Under The Heavens Supplement)Pilaf Saga (Dragon Ball 5E: Strongest Under The Heavens Supplement)Master Roshi (5e Creature)

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