Android 13 (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.


Medium humanoid (Alien), neutral evil


Armor Class 24 (Natural Armor)
Hit Points 333 (29d8 + 203)
Speed 70 ft.


STR DEX CON INT WIS CHA
27 (+8) 22 (+6) 24 (+7) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Str +17, Dex +13, Con +16
Skills Acrobatics +15, Athletics +17, Intimidation +10, Perception +10, Stealth +15, Survival +10
Senses passive Perception 20
Languages Common
Challenge 29 (135,000 XP)


Chakra. Creature has # chakra points which they can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Multiattack. #13 makes four attacks with his unarmed strikes. Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) force damage.

Flight (1 Ki Point). As a bonus action, #13 gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, #13's unarmed strikes have their reach increased by +70 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Stand Ground (1+ Ki Point). #13 takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. #13 may use this as a bonus action for 1 additional ki point.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 24 Constitution saving throw or be stunned until the end of #13's next turn. #13 may only make one sledgehammer attack per turn.

Ki-Enhanced Movement (1 Ki Point). As a bonus action, #13 takes the disengage or dash action and his jump distance is doubled until the end of his turn.

Ki Barrier (3+ Ki Points). As a bonus action, #13 makes a 5 foot radius barrier with a damage threshold of and reduction of 6 until the end of his next turn, he may spend more ki points to increase the radius by 5 or reduction by 1 per 2 ki points. He may spend half the amount of ki points at the end of each of his turns to extend this effect until the end of his next turn.

Photon Flash (5+ Ki Points). After charging for 1.5 rounds, all creatures in a 60 ft. long, 20 ft. wide line must make a DC 24 Constitution saving throw. On a failure, they take 49 (6d10 + 16) force damage. #13 can add an additional 19 (1d10 + 16) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round. Alternatively #13, may spend an additional 5 ki in order to immediately gain the benefits of charging it for 1 round -16 force damage.

Full Power Photon Flash/Violence (5 Ki Points). When #13 uses a Technique that deals damage that does not require charging, including Ki Blast, or when he begins charging a Technique that does require charging, he instead gathers its ki quickly in a single hand. If it did not require charging and was an action, he may use it as a bonus action or reaction. If it did require charging, he may make 1 bonus action or reaction on each of your turns without needing to make a concentration check.

Warrior's Pride. As a free action, #13 retries one saving throw that is causing him to be charmed or frightened.

REACTIONS

Deflect Missile. When #13 is hit by a ranged attack, reducing its damage by 40 (1d10 + 35). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Deflect Energy When #13 takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, he may reduce the damage by 13 (1d10+8)

Limit Break (1/Day). When #13 drops to 0 hit points, he takes a turn immediately before falling unconscious

Exchange Blows (2 Ki Points) When an attack roll is made against #13, he makes an unarmed attack against the attacker.

[Source].
{{{3}}}

"Number 13... That's your unlucky number. And I ain't talkin' about no silly superstition, city-boy. I'm talkin' about yours truly; Big 13!" — Dragon Ball Z: Super Android 13!.



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