Android 17 (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 (Human), neutral evil


Armor Class 29 (Natural Armor)
Hit Points 333 (29d8 + 203)
Speed 140 ft.


STR DEX CON INT WIS CHA
19 (+4) 30 (+10) 24 (+7) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +13, Dex +19, Con +16, Int +4, Wis +6, Cha +4
Skills Acrobatics +19, Animal Handling +11, Athletics +13, Intimidation +9, Nature +9, Perception +11, Stealth +19, Survival +11
Senses passive Perception 21
Languages Common
Challenge 29 (135,000 XP)


Infinite Energy. #17 has 10 ki points which he can expend. He regains them at the beginning of each of his turns.

Damage Threshold. #17 has a damage threshold of 8.

Android. #17 always has Android and Infinite Energy Model in his list and currently active, which count as four techniques for his technique list, and as such he gains the following:

  • His Strength, Dexterity, and Constitution increase by +5 As such, his AC increases by +4, the bonus to hit for his Unarmed Strikes and bonus to damage for those attacks increases by +2 and his maximum hit points increase by twice his CR, his maximum ki points increase by 2 and are then divided by four, his damage threshold increases by 4 and his movement speed increases by 25 feet. (All of which are already included in the sheet)
  • He is immune to Ki Sense, Detect Magic and other such abilities that detect life forces.
  • He is unable to Ki charge.
  • He does not need to eat, sleep or breathe but he still requires water for sustenance.

Focused Ki Control. As long as #17 has half his maximum ki points (5) or higher he gains the following:

  • +4 to initiative rolls
  • +4 to Armor Class
  • +4 to damage reduction

Human Determination. Once per long rest, #17 makes a d20 roll with advantage, or forces a creature to make a d20 roll incurred by him at disadvantage.

Ki-Imbued Body. #17 counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Flying Advantage. While benefitting from a flying speed, #17 has advantage on one attack roll against every creature not benefitting from a flying speed, once against each creature every turn. Additionally, once per round he can make an attack against him from a creature benefitting from a flying speed suffer disadvantage.

Evasion/Endurance. When #17 is targeted by an area effect that lets him make a Dexterity 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.

Unarmored Movement. #17 can move along vertical surfaces and across liquids on his turn without falling during the move.

Limit Break (1/Day). When #17 drops to 0 hit points, he may take a turn immediately before falling unconcious

Enhanced Charging. #17 has techniques labeled 'Charging' when he charges or begins charging any of those techniques he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to three times per turn, if such a technique has a charging time of half a round, it doesn't gain his attack modifier to damage per round considered charged in this way.

ACTIONS

Multiattack. #17 makes four attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) force damage.

Warrior's Pride. As a free action, #17 retries one saving throw that is causing him to be charmed or frightened.

See #17's known Techniques

  • DC - 27
  • Attack bonus - +19
  • Technique slots - 9

REACTIONS

Deflect Missile. When #17 is hit by a ranged attack, he reduces its damage by 44 (1d10 + 39). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

Deflect Energy. When #17 takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, the damage is reduced by 1d10 + his Attack bonus.

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[Source].



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