Guru (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 (Namekian), lawful good


Armor Class 14 (Natural Armor)
Hit Points 153 (18d8 + 72)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 19 (+4) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +10, Con +10
Skills Arcana +7, Athletics +10, Deception +6, History +7, Insight +8, Intimidation +6, Nature +7, Persuasion +6, Stealth +6
Senses passive Perception 12
Languages Common, Namekian
Challenge 18 (20,000 XP)


Ki. Guru has 22 ki points which he can expend. All ki points are regained at the end of a long rest.

Endurance. When Guru 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. Guru can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Guru makes four attacks with his unarmed strikes.

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

Spare the Dying. One creature with 0 hit points Guru can touch becomes stable.

Flight (1 Ki Point). As a bonus action, Guru gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, Guru's unarmed strikes have their reach increased by +60 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Ki Sense (0+ Ki Points). As a free action, all creatures within 60 ft. are detected. Until the end of Guru's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Guru may spend 1 additional ki, increasing its range by 60 ft. each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points). As a free action, bonus action, or reaction on Guru's turn, he may select up to 1/10th of his maximum hit points, ki points, and/or AC. These are put in a "pool" where they can not be accessed by him. He may remove up to up to 1/10th of his maximum hit points, ki points, and/or AC from the pool as a free action, bonus action, or reaction on his turn. Guru may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent.

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 Guru's next turn. Guru may only make one sledgehammer attack per turn.

Gigantification (3 Ki Point, Base Transformation). As a full turn action, Guru's size increases by 2 categories, and his Constitution score becomes 21 (+5), his ki point maximum increases to 23, and the DC of any saving throw he causes increases to 19.

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

REACTIONS

Deflect Missile. When Guru is hit by a ranged attack, reducing its damage by 23 (1d10 + 18). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Guru_DBZ_Ep_76_001.png
[Source].

The eldest of all living namekians, Grand Elder Guru reigns supremely with a gentle hand over his homeworld of Namek. Despite having incredibly strong ki and talent using it, he is incredibly peaceful, preferring to talk to his enemies. As Grand Elder, he is the current empowerer of the Namekian Dragon Balls. During the Frieza Force's invasion of Planet Namek, he would die of natural causes, ruining the emperor's chance at immortality and passing the mantle of Grand Elder to his son, Tsuno.



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