Evolved Saiyan (Dragon Ball Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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), chaotic neutral


Armor Class 25 (Battle Armor (Adaptive Training))
Hit Points 209 (22d8 + 110)
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, Survival +7
Senses passive Perception 10
Languages Common
Challenge 22 (41,000 XP)


Ki. The Saiyan has 27 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 12.

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.

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 44 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 (7/Long Rest). Whenever the Saiyan rolls a 1 on an attack roll, they may reroll the attack and must use the new roll.

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

Caulifla_gang_manga1.PNG
[Source].

Evolved Saiyans are a unique subset of the Saiyan race from Universe 6, exhibiting physical and temperamental differences from the traditional Saiyans of Universe 7. These Saiyans lack tails and, therefore, the ability to transform into Great Apes, but they possess a naturally heightened potential for transformation and rapid power growth. They are inherently leaner and lack as much musculature as their counterparts, however their power and speed alike greatly outmatches the average saiyan. Unlike Universe 7 Saiyans, Universe 6 Saiyans are typically more peaceful and disciplined, often motivated by a desire to protect rather than conquer. Despite their evolutionary differences, evolved Saiyans retain the core Saiyan trait of adapting quickly in battle and can achieve powerful transformations, such as Super Saiyan with much less effort.



Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dragon Ball franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Dragon Ball copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsDragon BallNPCsCR 1-14 NPCs (Dragon Ball Supplement)