Android 16 (Dragon Ball Supplement)
Medium construct (Alien), true neutral Armor Class 20 (Natural Armor)
Saving Throws Str +17, Con +18, Wis +9 Infinite energy. #16 has 12 ki points which he can expend. He regains 12 ki points to a maximum of 12 at the beginning of his turns. Bulky. #16 takes 2 less damage from all sources. Love of Nature. #16 has advantage on the first nature check he makes before taking a long rest. Brawn/Endurance. When #16 is targeted by an area effect that lets him make a Strength or Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Ki-Imbued Body. #16 counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Unarmored Movement. #16 can move along vertical surfaces and across liquids on his turn without falling during the move. Full Android. #16 Is immune to ki detection and doesn't need to eat, sleep or breathe, he is immune to disease and insanity. Additionally, when he would die, except through an instant kill, he is instead reduced to a head, #16's Strength, Dexterity and Constitution becomes 5 (-3), his AC becomes 4, his DCs become 13, his bonus to hit for his Unarmed Strikes becomes +5, and penalty to damage for those attacks becomes -3, his maximum hit points decrease by 360, and his maximum ki points by 6, and his hit dice become d4s, he dies permanently if he does not receive a body or is not plugged into an electrical power source within 26 (4d12) hours. ACTIONSMultiattack. #16 makes four attacks with his unarmed strikes. Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 8) force damage. Flight (1 Ki Point). As a bonus action, #16 gains a flying speed equal to his movement speed. Ki Blast (1 Ki Point). As a bonus action, #16's unarmed strikes have their reach increased by +75 ft. until the end of his turn and gain a +1 to their hit and damage rolls. He may spend 1 additional ki point to use this as a free action. Arm Cannon (3 Ki Points). Whenever #16 deals force damage, he may deal fire damage, causing the target to begin burning if they take damage. Ki Sense (0+ Ki Points). As a free action, all creatures within 75 ft. are detected. Until the end of #16's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. #16 may spend 1 additional ki, increasing its range by 75 ft. each time. This can not sense creatures using a Godly Transformation. Stand Ground (1+ Ki Point). #16 takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. #16 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 25 Constitution saving throw or be stunned until the end of #16's next turn. #16 may only make one sledgehammer attack per turn. Massive Blow (1+ Ki Points). As a Free Action when #16 hits a creature with an unarmed strike, they must make a DC 25 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 25 Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points. Hell Flash (1 Ki Point). When #16 makes a Ki Blast attack, its range is halved and it becomes a line, its width increases by 15 ft., and all creatures within range must attempt a DC 25 Strength saving throw, taking the ki blast's damage on a failure. Self Destruct (#16 is reduced to 0 hit points). As an action or reaction, #16 overloads his ki. Every creature within 60 feet must make a DC 25 Dexterity saving throw. On a failure, they take 10d20 force damage, or half on a success. This circumvents features that reduce all/half effects to half/none. If #16 is grappling a creature, that creature automatically fails. Warrior's Pride. As a free action, #16 retries one saving throw that is causing him to be charmed or frightened. REACTIONSDeflect Missile. When #16 is hit by a ranged attack, reducing its damage by 37 (1d10 + 32). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. Deflect Energy When #16 takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, he may reduce the damage by 14 (1d10+9) Limit Break (1/Day). When #16 drops to 0 hit points, he takes a turn immediately before falling unconscious |
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