Devil Swarm (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 (Demon Realm Race), chaotic neutral


Armor Class 14 (Natural Armor)
Hit Points 119 (14d8 + 56)
Speed 45 ft.


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Str +7, Con +7
Skills Acrobatics +3, Arcana +2, Athletics +7, Intimidation +3, Perception +4
Damage Resistances Cold, Necrotic
Senses passive Perception 14, Darkvision 60fts
Languages Common
Challenge 7 (2,900 XP)


Ki. The Devil has 11 ki points which they can expend. All ki points are regained at the end of a long rest.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm can't regain hit points or gain temporary hit points and can only attack creature that are inside of it.

The Swarm loses 2 in Dexterity score and gain 2 in Strength score, furthermore the hit die increase to 2 tiers (1d8 -> 1d12) with it's Hit Die are doubled and it's size become Huge. (Everything is already counted in the values on this sheet)

The Swarm loses the MultiAttack feature if in the original creature sheet, if there is one, but they gain 1 + one for extra die of damage for it's attacks that are not Spells or Techniques. if the Swarm is below half of it's maximum Hit Points, the number of damage die dealt by it's melee attacks, decreases by 1.

Also, any area of effect Spell, Feature, Technique and so on, that the Swarm must make, it's done in disadvantage if it is a Dexterity, Strength or Constitution save and in addition to this, any area of effect damage Swarm receives, it receives half the damage as extra damage in total. (i.e. If it receives 10 damage from a Magnun Finger, Swarm receives +5 extra damage)

Multiple Beings. The Swarm is immune to effects that would only focus one creature as a target, such as Absorption or Tuffle Parasite. Furthermore, the Swarm can when it hit a creature with a melee attack, spend a bonus action to grapple the target.

Strength in Numbers. When the Swarm attacks a creature that is grappled by Swarm itself, they have advantage on the damage roll (Roll the damage twice and use the higher value)

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.

  • As a bonus action, The Devil can spend 1+ Dark Points to gain a flying (hover) speed of 10 feet for 1 minute. It gain an additional 10 feet of flying (hover) speed for each Dark Point spent in this way, up to a maximum of twice it's walking speed.
  • As an action, The Devil can spend 1+ Dark Points to gain 4 Temporary Hit Points. It gain an additional 4 Temporary Hit Points per Dark Point spent in this way. Devil can only gain Temporary Hit Points up to your Current Hit Points.
  • When Devil use Ki Points or an equivalent currency for a technique cost or maintenance cost, it may spend an equivalent number of Dark Points instead.

Devil cannot spend both Dark Points and Ki Points at the same time.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 4) force damage.

See the Devil known Techniques

  • DC - 15
  • Attack bonus - +7
  • Technique slots - 3

REACTIONS

Deflect Missile. When the Devil is hit by a ranged attack, they reduce its damage by 22 (1d10 + 7). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

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