Garlic Jr. (Dragon Ball Supplement)

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Medium humanoid (Alien), chaotic evil


Armor Class 15 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 55 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0)

Saving Throws Str +8, Con +8
Skills Athletics +8, Deception +6, Survival +6
Senses passive Perception 10
Languages Common
Challenge 17 (18,000 XP)


Ki. Garlic Jr. has 19 ki points which he can expend. All ki points are regained at the end of a long rest.

Endurance. When Garlic Jr.s is targeted by an area effect that lets him make a Constitution 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. Garlic Jr. can move along vertical surfaces and across liquids on his turn without falling during the move.

Immortality. If Garlic Jr. is reduced to 0 HP, he can choose to get up at 1 HP at the start of his next turn. He may also recover HP equal to his hit die (d8) a maximum number of times equal his hit dice count (18). The amount of times he can recover HP using hit dice is reset every long rest. Additionally, any limbs or severely damaged body parts will regenerate to their original state almost immediately.

Note: This does not counter petrification or means of mental/psychic trauma that can paralyze him, in which can essentially "kill" Garlic Jr. by making him unable to do anything, despite having a living body for eternity.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.

Ki Blast (1 Ki Point). As a bonus action, Garlic Jr.'s unarmed strikes have their reach increased by +55 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Stand Ground (1+ Ki Point). Garlic Jr. takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Garlic Jr. may use this as a bonus action for 1 additional ki point.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 18 Constitution saving throw or be stunned until the end of Garlic Jr.'s next turn. Garlic Jr. may only make one sledgehammer attack per turn.

Flurry of Blows (1 Ki Point). As a bonus action immediately after Garlic Jr. takes the Attack action on his turn, he makes two unarmed strikes.

Eye Beams (3 Ki Points). As an action, bonus action, or reaction, Garlic Jr. can fire a beam meant to penetrate the skin and shock the opponent dealing 1d10 Force damage. The creature must make a Con save DC 12 or be stunned until their next turn.

Ki Charge As a full turn action Garlic Jr. regains 5 (1d10) Ki points.

Dead Zone (10 Ki Points) As a full turn action Garlic Jr. can summon a portal to the Dead Zone. All creatures within a 500 ft radius must make a Dex save DC 12 or be sucked into the portal into the Dead Zone, forever sealed into the dimension unless brought out otherwise. Garlic Jr. is immune to the effects of this action until the start of his next turn. Beginning the next turn after opening the Dead Zone, he will begin to make Dex saves at advantage as he begins to be affected by the powerful vortex. All structures, constructs, and material weaker than Katchin will be destroyed automatically and sucked into the Dead Zone at a rate of 30 ft per turn. Creatures in the way of these constructs and materials will make a Dex save or take Bludgeoning damage depending on the size. The dice count will increase based off the size of the structure/part [i.e Tiny = 1d4, Small = 1d6, Medium = 1d10, Large = 2d6, Huge = 3d6, Gargantuan 4d10.]

  • DM discretion is advised for the size of the structures/parts.

If he loses concentration on this action, the portal closes at the start of his next turn. Additionally, Garlic Jr. has disadvantage on his Dex saves until the portal closes.

Black Water Mist Garlic Jr. can create a mist that will permanently transform anyone into his loyal, evil demon slave 24 hours after exposure. Creatures can make a Constitution saving throw DC 15. If a creature fails and is exposed by this gas and does not find a way to neutralize or get the substance out of their system within 24 hours, they will become loyal to Garlic Jr's commands and be considered chaotic evil, losing all sense of morality for the convenience of Garlic Jr's ruthless tendencies.

Super Garlic Jr. (3 Ki Points) As an action, Garlic Jr.'s Strength becomes 16 (+3), his Dexterity becomes 10 (+0), and his Constitution becomes 20 (+5), his AC becomes 17, his DCs become 17, his bonus to hit for his Unarmed Strikes becomes +11, and bonus to damage for those attacks becomes +5, his maximum hit points increase by 17, and his maximum ki points by 1. His size increases to a Large creature.

REACTIONS

Deflect Missile. When Garlic Jr. is hit by a ranged attack, reducing its damage by 22 (1d10 + 17). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Garlic Jr. (ガーリックJrジュニア Gārikku Junia, lit. "Garlic Junior") is the main antagonist in Dragon Ball Z: Dead Zone. Though he was defeated in Dead Zone, he reappears as the main antagonist in the Garlic Jr. Saga.



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