Frieza Soldier Swarm (Dragon Ball Supplement)
Huge humanoid (Alien), lawful evil Armor Class 12 (Battle Armor)
Saving Throws Str +9, Con +8 Ki. the Soldier Swarm has 20 Ki points which he can expend. All Ki points are regained at the end of a long rest. Damage Threshold. Frieza Soldier Swarm has a damage threshold of 6. 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) Initiator. The soldier has a +1 bonus to initiative rolls. Strong Grip. The soldier's successful unarmed strikes grapple the target. This feature has the Recharge (5-6) property. Fit. The soldier has advantage on Athletics checks. He may benefit from this feature once, regaining use at the end of a long rest. Brawn. When the soldier is targeted by an area effect that lets him make a Strength 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. the soldier can move along vertical surfaces and across liquids on his turn without falling during the move. ACTIONSUnarmed Strike. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 7 (6d10 + 3) force damage (bludgeoning if out of ki). Ki Charge As a full turn action the soldier regains 1d12 Ki points. Techniques Frieza Soldier has the following for it's techniques:
But it's limited to up CR15 and lower Techniques See Frieza Soldier's Techniques REACTIONSDeflect Missile. When the soldier is hit by a ranged attack, reducing its damage by 27 (1d10 + 19). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. |
Comprising the majority of the ranks in Frieza's Army, As the frontline troops of them, these Soldiers who have come together for a single purpose tend to be the first to be sent into combat (and usually the first to be defeated). When a large number of soldiers are united by a command from Zarbon or Dodoria, they end up going into combat without question, since they know that if they don't obey, the result will be severe punishment (at best, from Zarbon or Dodoria themselves).
Variant: ArmyAt the GM's discretion, if it's wanted to place a larger number of enemies, but not as separed creatures, he can increase the size of the Swarm to gargantuan. This increases the hit die to d20 (causing the HP to become 424) and increasing Strength by +2 again and reducing Dexterity by -2 again, making the Technique DC increase to 18 and the bonus to +10, Threshold increase to 8 and Unarmed Strike increase to +9 to hit/+4 in Damage roll. It also increases the unarmed die to 3d10, when reduced to half HP, the dice are reduced to 2d10 and when reduced to 1/4, it becomes 1d10. |
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