Chiaotzu (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.


Medium humanoid (Human), neutral good


Armor Class 13 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 12 (+1)

Saving Throws Dex +6, Wis +6
Skills Arcana +4, Athletics +3, Perception +6, Persuasion +4, Stealth +6
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP)


Ki. Chiaotzu has 10 ki points which he can expend. All ki points are regained at the end of a long rest.

Discernment. When Chiaotzu is targeted by an area effect that lets him make an Intelligence or Wisdom 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.

ACTIONS

Multiattack. Chiaotzu makes two attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage.

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

Ki Blast (1 Ki Point). As a bonus action, Chiaotzu's unarmed strikes have their reach increased by +45 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). Chiaotzu takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Chiaotzu may use this as a bonus action for 1 additional ki point.

Dodon Ray (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 14 Dexterity saving throw, taking the ki blast's damage on a failure.

Telekinetic Paralysis (4 Ki Points). As an action, one creature within 45 ft., must succeed a DC 14 Strength saving throw or become paralyzed until the end of their next turn.

Self Destruct (Chiaotzu is reduced to 0 hit points). As an action or reaction, Chiaotzu overloads his ki. Every creature within 60 feet must make a DC 14 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 Chiaotzu is grappling a creature, that creature automatically fails.

REACTIONS

Deflect Missile. When Chiaotzu is hit by a ranged attack, reducing its damage by 16 (1d10 + 11). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Chiaotzu_DB_Ep_134_002.png
[Source].

Once a student of the Crane School, Chiaotzu is Tien's best friend and companion. While never the strongest of the Z Fighters, his telekinesis makes him a powerful background ally, and his self destruct gives him one final tool if the situation calls for it. However, a lack of improvement can only take one so far, and after the saiyan invasion, Chiaotzu took an unofficial leave from the world/galaxy/universe-ending threats the Z Fighters typically take on.



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