Frost Demon's Techniques (Dragon Ball Supplement)
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Frost Demon's Techniques[edit]
The following is a list of every technique the Frost Demons can use. Attack bonuses, DC and the maximum amount of techniques he can have at a given time should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Frost Demon that gains such a technique, with lower listed versions being able to use any that higher listed versions can.
Frost Demon Commoner[edit]
Muscular Form (3 Ki Points). As an action, the Frost Demon's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2, their DCs, attack and damage bonuses increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 10 feet, additionally their size becomes medium.
Assault Form (1 Ki Point)/(Counts as 2 Techniques for the Commoner, and half a technique for all other variations). As an action while Muscular Form is active the Frost Demon gains the following in addition to its benefits: The Frost Demon's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2, their DCs, attack and damage bonuses increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 10 feet, additionally their size becomes large and they must spend 1 ki point at the end of each of their turns to keep this effect active.
True Form (1 Ki Point)/(Counts as 3 Techniques for the Commoner, and half a technique for all other variations). As an action while Muscular Form is active the Frost Demon gains the following in addition to its benefits: The Frost Demon's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2, their DCs, attack and damage bonuses increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 10 feet, additionally their size becomes small and they must spend 1 ki point at the end of each of their turns to keep this effect active.
Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after the Frost Demon takes the Attack action on their turn, they make two unarmed strikes.
Ki Enhanced Movement (1 Ki Point)/(Half Technique slot). As a bonus action the Frost Demon takes the disengage or dash action and their jump distance is doubled until the end of their turn.
Stand Ground (1+ Ki Point)/(Half Technique slot). The Frost Demon takes half as much damage from all sources, but can not willingly move until the beginning of their next turn. They may use this as a bonus action for 1 additional ki point.
Sledgehammer (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of the Frost Demon's next turn. They may only make one sledgehammer attack per turn.
Ki Jump (1 Ki Point)/(Half Technique slot). As a bonus action, the Frost Demon jumps up to 30 feet and makes one unarmed strike.
Ki Cushion (1+ Ki Points)/(Half Technique slot). As a reaction, the Frost Demon can spend 1 or more ki points when they fall to reduce any falling damage they take by an amount equal to five times the ki spent.
Ki Blast (1 Ki Point)/(Half Technique slot). As a bonus action, the Frost Demon's unarmed strikes have their reach increased by his movement speed. until the end of their turn. They may spend 1 additional ki point to use this as a free action.
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 Dexterity saving throw, taking the ki blast's damage on a failure.
Flight (1 Ki Point)/(Half Technique slot). As a bonus action, The Frost Demon gains a flying speed equal to their movement speed for 1 minute.