Evil Buu (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 (Majin), chaotic evil


Armor Class 32 (Natural Armor)
Hit Points 527 (34d8 + 374)
Speed 100 ft.


STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 32 (+11) 8 (-1) 8 (-1) 12 (+1)

Saving Throws Str +15, Dex +17, Con +21, Int +4, Wis +4, Cha +6
Skills Acrobatics +17, Arcana +9, Athletics +15, Intimidation +11, Performance +11, Stealth +17
Senses passive Perception 9
Languages Common
Challenge 34 ( XP)


Ki. Buu has 45 ki points which he can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Buu has a damage threshold of 5.

Rubber-Gum Body/Childlike Wonder. Buu has the following:

  • He has +10 feet of reach (included in unarmed strike).
  • He has advantage on saving throws against being Poisoned.
  • He has advantage on saving throws against being Frightened, as he doesn't fully comprehend fear.

Liquefaction. Buu always has Liquefaction in his list and currently active, which counts as two techniques for his technique list and as such he gains the following:

  • His Dexterity increases by +8. As such, his AC increases by 4, his bonus to hit for his unarmed strikes and damage for those attacks increases by 2, and his movement speed increases by 20 feet.
  • His damage reduction increases by his dexterity modifier (7).
  • His body becomes malleable, allowing him to squeeze into gaps as small as 2 inches.

Magical Fortitude. When Buu benefits from the effects of the dodge action or stand ground technique, he can spend 1 hitdie, adding his constitution modifier to the roll and regaining hit points equal to the total.

Bubble Nimble. Buu may spend 2 ki points when he makes an athletics or dexterity check to gain advantage on the roll (Speed increased by 5, included in sheet).

Tough/Enduring Physique. Buu has the following:

  • He has 136 extra hit points.
  • Whenever he regain hit points by spending hit dice the result is doubled.
  • He has advantage on saving throws against exhaustion and its effects.

Ki Imbued Body. Buu counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Lasting Form/Weather Resistant. Buu can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, he can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur, Temperatures must be twice as high or low for him to suffer from extreme heat or cold, and it takes twice as long for him to suffer exhaustion from said temperatures.

Inherent Magic. Buu's innate spellcasting ability is Charisma (spell save DC 19) he can innately cast the following spells.

At will: eldritch blast, resistance
5/day each: bane, catnap, haste

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

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

Enhanced Charging. Buu has techniques labeled 'Charging' when Buu charges or begins charging any of those techniques he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to three times per turn, if such a technique has a charging time of half a round, it doesn't gain his attack modifier to damage per round considered charged in this way.

ACTIONS

Multiattack. Buu makes four attacks with its unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) force damage.

Ki Charge. As a full turn action Buu regains 11 (2d10) Ki points.

Elongate Limb. As a bonus action Buu increases his reach by 10 feet until he uses a bonus action to return it to its normal length, while his limbs are elongated, he has disadvantage on any attack with a heavy weapon.

Warrior's Pride. As a free action, Buu ends one effect that is causing him to be charmed or frightened.

See the Good Buu's known Techniques

  • DC - 29
  • Attack bonus - +21
  • Technique slots - 10

REACTIONS

Deflect Missile. When Buu is hit by a ranged attack, they reduce its damage by 42 (1d10 + 37). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

Magic Regeneration (1+ Ki Points). When Buu is reduced to 0 hit points but not killed outright, he may spend a number of ki points up to the number of hit dice he has, rolling each hit dice chosen and regaining hit points equal to the result of the hit dice.

Food Transfiguration. When Buu reduces a creature to 0 hit points he may turn them into a piece of food for up to 10 hours, if Buu eats them anytime within those 10 hours they are instantly killed and Buu regains ki equal to their CR or level or twice as much hit points.

Deflect Energy. When Buu takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, the damage is reduced by 1d10 + his Attack bonus.

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