Frost Demon Mutant (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.


Small humanoid (Frost Demon), neutral evil


Armor Class 22 (Natural Armor)
Hit Points 187 (25d6 + 100)
Speed 65 ft.


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 18 (+4) 10 (+0) 10 (+0) 18 (+4)

Saving Throws Str +9, Dex +14, Con +8, Int +4, Wis +4, Cha +8
Skills Acrobatics +14, Deception +12, Intimidation +12, Stealth +14
Senses passive Perception 10
Languages Common
Challenge 25 (75,000 XP)


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

Evasion/Endurance. When the Frost Demon is targeted by an area effect that lets them make a Dexterity 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 fail the save.

Supreme Growth. The Frost Demon has a chance of permanently increasing their Ability Scores by a total of 2 to a maximum of 30, this can only happen eight times (Three Instances in Constitution, redistribute or remove as appropriate).

Built for Space. The Frost Demon doesn't require oxygen and is not affected by high altitude, extreme heat, and extreme cold.

Incredible Durability (1/day). When the Frost Demon would be reduced to 0 hit points, they instead drop to 1 hit point.

Dexterous Tail. The Frost Demon has a long tail longer than either of their arms. They cannot hold a weapon this tail. Small objects may be carried and manipulated as though the tail had half their Strength score with fine manipulations, such as lockpicking or untying knots, being rolled at disadvantage, additionally, they can make unarmed strikes with their tail.

Enduring Physique. The Frost Demon has the following:

  • They have 50 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.

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

Limit Break (1/Day). When the Frost Demon drops to 0 hit points, they take a turn immediately before falling unconscious.

Enhanced Charging. The Frost Demon has techniques labeled 'Charging' when they charge or begin charging any of those techniques beside 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 Frost Demon makes four attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) force damage.

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

True Fear. As a bonus action, the Frost Demon chooses one creature that can see, hear or sense it within 40 feet, that creature must succeed a DC () Wisdom Saving throw or become frightened, they may reroll the save at the end of each of their turns ending it early on a success. A creature who succeeds this saving throw is immune to this effect for 1 minute.

See the Frost Demon Mutant's known Techniques

  • DC - 22
  • Attack bonus - +14
  • Technique slots - 8

REACTIONS

Deflect Missile. When the Frost Demon is hit by a ranged attack, they reduce its damage by 51 (3d10 + 31). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

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

Image
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