Evil Saiyan (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 (Saiyan), neutral evil


Armor Class 25 (Battle Armor (Adaptive Training))
Hit Points 228 (24d8 + 120)
Speed 75 ft.


STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +13, Dex +4, Con +12, Int +3, Wis +3, Cha +3
Skills Acrobatics +8, Athletics +21, Deception +7, Intimidation +7, Perception +7, Survival +7
Senses passive Perception 17
Languages Common
Challenge 24 (62,000 XP)


Ki. The Saiyan has 29 ki points which they can expend. All ki points are regained at the end of a long rest.

Damage Threshold. The Saiyan has a damage threshold of 6.

Oozaru. If the Saiyan looks at the full moon while they are benefitting from Prehensile Tail, they gain the following benefits.

  • Their size increases to Huge.
  • Their Strength becomes 27(+8), their Dexterity 16(+3), and their Constitution 24(+7) As such, their AC becomes 27, their bonus to hit for their Unarmed Strikes and Ki Blast attack becomes +15, and bonus to damage for those attacks becomes +8, their maximum hit points increase by 48, their maximum ki points and damage threshold by 2.
  • They are blood-lusted.

These all last until they can no longer see the moon.

Further Beyond. When the Saiyan is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.

Prehensile Tail. The Saiyan's biology includes a prehensile tail. They cannot hold a weapon or shield using his tail. If their tail is severed, they are no longer considered proficient in Acrobatics, additionally, they can make unarmed strikes with their tail. Making unarmed strikes in this way decreases the damage die by 2 tiers (d12 < d8 < d4 < 1). Their tail will slowly grow back over the course of a week, They regain use of it in 2d6 days.

Powerful Build. The Saiyan counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. And they require twice as much food as a normal Medium-sized creature would.

Saiyan Power. If the Saiyan is reduced to 0 Hit Points and isn't stable after utilizing the Further Beyond feature, they can permanently increase one Ability Score by 1 to a maximum of 20 after regaining at least 5 hit points, they can only do this seven times (six instances included in strength, dexterity and constitution stats, redistribute or remove as appropriate).

Saiyan Brutality. Once per turn when the Saiyan hits with an attack, they can roll one additional damage dice and add it to the total damage, additionally, immediately after the Saiyan uses the Further Beyond or Saiyan Power trait, they can use their reaction to take the attack action, use a non charging technique, or cast a spell with a casting time of 1 action or bonus action..

Enduring Physique. The Saiyan has the following:

  • They have 48 extra hit points.
  • Whenever they regain hit points by spending hit dice the result is doubled.
  • They have advantage on saving throws against exhaustion and its effects.

True Warrior. Whenever the Saiyan rolls a 1 on an attack roll during initiative, they may reroll the attack and must use the new roll. They may only do this once, regaining use when they roll initiative.

Brawn/Endurance. When the Saiyan is targeted by an area effect that lets them make a Strength or 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.

Unarmored Movement. The Saiyan can move along vertical surfaces and across liquids on their turn without falling during the move.

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

Enhanced Charging. The Saiyan has techniques labeled 'Charging' when the Saiyan charges or begins charging any of those techniques they may spend the technique's base cost an additional time to consider it already charged for one round, they may do this up to two times per turn.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) force damage.

Ki Charge As a full turn action The Saiyan regains 9 (2d8) Ki points.

See the Evil Saiyan's known Techniques

  • DC - 21
  • Attack bonus - +13
  • Technique slots - 7

REACTIONS

Deflect Missile. When the Saiyan is hit by a ranged attack, they reduce its damage by 28 (1d10 + 23). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

Image
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