Alien Soldier Swarm (Dragon Ball 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 creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.


Huge humanoid (Alien), neutral


Armor Class 13 (Natural Armor)
Hit Points 95 (10d12 + 30)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 9 (-1)

Saving Throws Str +6, Dex +3
Skills Athletics +6, Intimidation +2, Nature +3, Perception +6, Survival +6
Senses passive Perception 16
Languages Common
Challenge 5 (1,800 XP)


Ki. The Alien Soldier has 7 ki points which they can expend. All ki points are regained at the end of a long rest.

Damage Threshold. The Alien Soldier has a damage threshold of 6.

Unique Alien.The Alien Soldier have 3 features from the Rubber Forehead Alien race at GM choice.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm can't regain hit points or gain temporary hit points and can only attack creature that are inside of it.

The Swarm loses 2 in Dexterity score and gain 2 in Strength score, furthermore the hit die increase to 2 tiers (1d8 -> 1d12) with it's Hit Die are doubled and it's size become Huge. (Everything is already counted in the values on this sheet)

The Swarm loses the MultiAttack feature if in the original creature sheet, if there is one, but they gain 1 + one for extra die of damage for it's attacks that are not Spells or Techniques. if the Swarm is below half of it's maximum Hit Points, the number of damage die dealt by it's melee attacks, decreases by 1.

Also, any area of effect Spell, Feature, Technique and so on, that the Swarm must make, it's done in disadvantage if it is a Dexterity, Strength or Constitution save and in addition to this, any area of effect damage Swarm receives, it receives half the damage as extra damage in total. (i.e. If it receives 10 damage from a Magnun Finger, Swarm receives +5 extra damage)

Multiple Beings. The Swarm is immune to effects that would only focus one creature as a target, such as Absorption or Tuffle Parasite. Furthermore, the Swarm can when it hit a creature with a melee attack, spend a bonus action to grapple the target.

Strength in Numbers. When the Swarm attacks a creature that is grappled by Swarm itself, they have advantage on the damage roll (Roll the damage twice and use the higher value).

Techniques. The following DC and Bonus are used for the Alien Soldier Techniques:

  • DC - 14
  • Attack bonus - +6
  • Technique slots - 3

A GM can increase the PECR of this creature to make stronger aliens soldiers, See Universal Techniques, if the Technique Slots increase

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d6 + 2) force damage, if the Swarm have atleast 1 Ki Point, if not, the damage is bludgeoning.

Flight (1 Ki Point)/(Half Technique slot). As a bonus action, The Swarm gains a flying speed equal to it's movement speed for 1 minute.

Sledgehammer (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed on a Constitution saving throw or be stunned until the end of The Swarm's next turn. It may only make one sledgehammer attack per turn.

Ki Blast (1+ Ki Point)/(Half Technique slot). As a bonus action, The Swarm's unarmed strikes have their range increased by it's movement speed until the end of their turn. Alien Soldier may spend 1 additional ki point to use this as a free action.

Stand Ground (1+ Ki Point)/(Half Technique slot). The Swarm takes half as much damage from all sources, but cannot willingly move until the beginning of their next turn. it may use this as a bonus action for 1 additional ki point.

Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after The Swarm takes the Attack action on their turn, it make two unarmed strikes.

REACTIONS

Deflect Missile. When the the Swarm is hit by a ranged attack, it may reduce its damage by 11 (1d10 + 5). If this reduces it to 0, it may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Ki Points)/(Half Technique slot). When an attack roll is made against the Swarm, they make an unarmed strike against the attacker.

The Alien Soldier Swarm is a unified force of countless warriors determined to protect their people. Driven by an unshakable resolve to ensure their safety, they will fight relentlessly—even in the face of inevitable defeat—if only to weaken and exhaust the enemy.



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