Dodoria (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 (Alien), lawful evil


Armor Class 16 (Battle Armor)
Hit Points 262 (25d8 + 150)
Speed 65 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 22 (+6) 11 (+0) 11 (+0) 8 (-1)

Saving Throws Str +11, Con +13
Skills Acrobatics +9, Athletics +11, Insight +7, Intimidation +6, Investigation +7, Perception +7
Senses passive Perception 17
Languages Common
Challenge 23 (50,000 XP)


Ki. Dodoria has 28 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Spikes. Dodoria's unarmed strikes deal piercing damage.

Thick. Dodoria has a damage reduction of 2.

Endurance. When Dodoria is targeted by an area effect that lets him make a 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. Dodoria can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) force or piercing damage.

Ki Charge As a full turn action Dodoria regains 1d12 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Dodoria's unarmed strikes have their reach increased by +65 ft and +13 to hit with a damage modifier of +6. 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 Dodoria's next turn. Dodoria may only make one sledgehammer attack per turn.

Stand Ground (1+ Ki Point). Dodoria takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Dodoria may use this as a bonus action for 1 additional ki point.

Massive Blow (1+ Ki Points). As a Free Action when Dodoria hits a creature with an unarmed strike, they must make a DC 21 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 21 Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hitpoints.

Arm Break (2 Ki points). Once per turn when Dodoria makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Laigiri (1 Ki Point). Once per turn when Dodoria hits a creature with an attack that can't be charged he deals twice the damage die of the attack. If the target hasn't taken a turn since rolling for initiative, this does not cost ki.

Critical Upper (1 Ki Point). As part of making an unarmed strike, Dodoria targets all creatures within 5 ft. of the initial target as well.

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.

REACTIONS

Deflect Missile. When Dodoria is hit by a ranged attack, reducing its damage by 30 (1d10 + 25). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Limit Break (1/Day). When Dodoria drops to 0 hit points, he takes a turn immediately before falling unconcious

Dodoria Headbutt (3 Ki Points). When Dodoria is knocked prone, he takes the attack action.

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