Goku, Super Saiyan (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.


Medium humanoid (Saiyan), chaotic good


Armor Class 17 (Natural Armor)
Hit Points 187 (25d8 + 75)
Speed 65 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +13, Dex +5, Con +10, Int +2, Wis +3, Cha +6
Skills Acrobatics +9, Athletics +13, Insight +7, Persuasion +10, Survival +7
Senses passive Perception 10
Languages Common
Challenge 25 (75,000 XP)


Ki. Goku has 28 ki points which he can expend. All ki points are regained at the end of a long rest.

Brawn/Discernment. When Goku is targeted by an area effect that lets him make a Strength, Wisdom, or Intelligence 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.

Further Beyond. When Goku is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Unarmored Movement. Goku can move along vertical surfaces and across liquids on his turn without falling during the move.

Enhanced Charging. Goku has techniques labeled 'Charging' when Goku charges or begins charging any of those techniques beside Spirit Bomb he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to two times per turn.

ACTIONS

Multiattack. Goku makes four attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) force damage.

Ki Charge As a full turn action Goku regains 9 (2d8) Ki points.

See Goku's known Techniques

  • DC - 21
  • Attack bonus - +13
  • Technique slots - 7

REACTIONS

Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 32 (1d10 + 27). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Limit Break (1/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.

GokuSuperSaiyanTransformedAtLast.png
[Source].

As the rage from Krillin's sudden death rapidly boiled over, Goku awakened power unseen for 1000 years; the power Frieza feared; the power of a Super Saiyan. While at first only able to fight on even terms against Frieza's full power, his enemy's exhaustion began to take its toll, allowing Goku to crush his enemy with relative ease. As the rest of Namek's newly resurrected residents were teleported to Earth including Krillin and Gohan, Goku continued to fight as the planet crumbled around them. After vaporizing Frieza after the frost demon's back-stabbing surrender, he rushed to The Ginyu Force's nearby space pods, clumsily plonking around the controls to take him away from the planet's explosion. He found himself on a strange, backwater planet known as Yardrat. There, he learned one of its people's esoteric techniques, Instant Transmission. Returning to Earth aboard the same pod two years later, he is confronted by an odd warrior who, despite being stronger than both Frieza and his father, was easily handled by the newly trained Super Saiyan Son Goku.



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