Burter (Dragon Ball Supplement)
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Medium humanoid (Alien), neutral evil Armor Class 19 (Battle Armor)
Saving Throws Dex +13, Con +9 Ki. Burter has 24 Ki points which he can expend. All Ki points are regained at the end of a long rest. Fast. Burter does not provoke attacks of opportunity, he has one extra bonus action per turn, and he gets a +1 to his initiative rolls. Evasion. When Burter is targeted by an area effect that lets him make a Dexterity 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. Burter can move along vertical surfaces and across liquids on his turn without falling during the move. ACTIONSMultiattack. Burter makes four attacks with his unarmed strikes or ki blasts. Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) force damage. Ki Charge As a full turn action Jeice regains 1d12 Ki points. Flight (1 Ki Point). As a bonus action, Burter gains a flying speed equal to his movement speed. Ki Blast (1 Ki Point). As a bonus action, Burter's unarmed strikes have their reach increased by +85 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action. Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 21 Constitution saving throw or be stunned until the end of Burter's next turn. Burter may only make one sledgehammer attack per turn. Perfect Dodge (1 Ki Point). As a bonus action Burter takes the dodge action. Bloody Dance (1 Ki Point). As a free action, any creatures Burter hit with an unarmed attack until the beginning of his next turn can not take opportunity attacks until the end of his next turn. Purple Comet Hurricane (5 Ki Points). As a bonus action, Burter's movement speed becomes 0 and he can only use his action to make unarmed strikes. When Burter makes an unarmed strike, he can move 40 feet as part of each unarmed strike, and he may make 2 additional unarmed strikes when he takes the attack action. Ki Dash (2 Ki Points). As a Lengthy Action, Burter moves forwards 340 feet, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against him having disadvantage until the end of your turn. Flurry of Blows (1 Ki Point). As a bonus action immediately after Burter takes the Attack action on his turn, he makes two unarmed strikes. Ki wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a DC 21 Dexterity saving throw, taking the ki blast's damage on a failure. Full Power Energy Wave (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 21 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. Burter can add an additional 21 (2d6 + 13) 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. REACTIONSDeflect Missile. When Recoome is hit by a ranged attack, reducing its damage by 34 (1d10 + 29). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. Limit Break (1/Day). When Burter drops to 0 hit points, he takes a turn immediately before falling unconcious Exchange Blows (2 Ki Points) When an attack roll is made against Burter may only, he makes an unarmed attack against the attacker. |
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