Devil (Dragon Ball Supplement)
Medium humanoid (Demon Realm Race), chaotic neutral Armor Class 14 (Natural Armor)
Saving Throws Str +6, Con +7 Ki. The Devil has 11 ki points which they can expend. All ki points are regained at the end of a long rest. Otherworldly Fiend. When the Devil is within 30 feet of a creature with a good alignment, it has advantage in Deception checks. When Devil is within 30 feet of a creature with an evil alignment, it has advantage in Intimidation checks. Partial Demon Magic. Demon Magic is an innate ability that a Demon Realm Race has access to, which can be further enhanced when you reach certain thresholds of power. The Feat Aberrant Magibloodfeat is added to the Devil sheet. Endurance. When the Devil is targeted by an area effect that lets them make a Constitution saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fails the save. Dark Energy. Dark Energy is a source of innate power that every demonic entity has, and is greatly beneficial to making them far more powerful than normal. The Devil has 7 dark points, which can be spent in the following ways. The Devil regain all expended Dark Points when you spend at least 30 minutes meditating during a long rest.
Devil cannot spend both Dark Points and Ki Points at the same time. ACTIONSMultiattack. The Devil makes three attacks with its unarmed strikes or ki blasts. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) force damage. See the Devil known Techniques
REACTIONSDeflect Missile. When the Devil is hit by a ranged attack, they reduce its damage by 22 (1d10 + 8). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet. |
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