Imperfect Cell (Dragon Ball Supplement)
Medium humanoid (Alien), lawful evil Armor Class 22 (Natural Armor)
Saving Throws Str +14, Wis +9 Ki. Cell has 33 ki points which he can expend. All ki points are regained at the end of a long rest. Regenerative Cells. Cell regains 1 hit point at the end of each of his turns. Evasion/Discernment. When Cell is targeted by an area effect that lets him make a Dexterity, 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/Incredible Durability. When Cell is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can use this feature twice before He finishes a long rest. Built for Space. Cell doesn't require oxygen and is not effected by high altitude, extreme heat, and extreme cold. Powerful Build. Cell counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. And requires twice as much food as a normal Medium-sized creature would. Ki-Imbued Body. Cell counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Unarmored Movement. Cell can move along vertical surfaces and across liquids on his turn without falling during the move. ACTIONSMultiattack. Cell makes four attacks with his unarmed strikes or Stinger. Larval Form. As an action, Cell can change his size to any category smaller than Medium. Limb Regeneration. As an action when one of Cell's limbs are damaged, he can expend a number of hit die regenerate and heal the limb with an amount of hit points equal to the result of the hit die roll, he takes necrotic damage equal to half the total of the roll. This can take place even if the limb is completely destroyed. Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) force damage. Stinger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) force damage and Cell regains 2 hit points. Stinger Drain (1 Ki Point). As a bonus action, Until the start of Cell's next turn, whenever he makes a stinger attack, he regains 1/4 as many ki points as damage dealt. Ki Charge As a full turn action Cell regains 2d8 Ki points. Flight (1 Ki Point). As a bonus action, Cell gains a flying speed equal to his movement speed. Ki Blast (1 Ki Point). As a bonus action, Cell's unarmed strikes have their reach increased by +70 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 Cell senses the location every creature within his movement speed. Until the end of his turn, creatures that were within the area can not be invisible to you. He learn how many ki points and hit points the creature has, as well as its AC. He may spend ki increasing its range by his movement speed 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 Cell'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. Cell 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. Perfect Dodge (1 Ki Point). As a bonus action Cell takes the dodge action. Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Cell moves half his movement speed and forces any creatures that can see him to attempt a DC 22 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them. Solar Flare (2 Ki Points). As an action, every creature that is not blinded within 45 feet facing Cell must succeed a DC 22 Wisdom or Dexterity saving throw. On a failure, they are blinded and stunned until the end of their next turn. Special Beam Cannon (5+ Ki Points). After charging for 3 rounds, all creatures in a 120ft x 5ft line must make a DC 22 Dexterity saving throw. If they can not move, they automatically fail. On a success, they take no damage. On a failure, they must take 47 (6d10+14) force damage. Cell can sacrifice an additional 2 ki and spend an additional turn charging to increase its damage by 29 (3d10 + 14). Alternatively Cell, may spend an additional 5 ki in order to immediately gain the benefits of charging it for 1 round, spending 10 ki and 20 ki etc to gain the benefit of additional rounds. This cost restarts to 5 again at the beginning of his turn. Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 22 Constitution saving throw. If they fail they take 53 (7d10+14) radiant damage, but if they succeed they take half damage. You can increase this damage by 25 (2d10 + 14) for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round. Alternatively Cell, may spend an additional 5 ki in order to immediately gain the benefits of charging it for 1 round, spending 10 ki and 20 ki etc to gain the benefit of additional rounds. This cost restarts to 5 again at the beginning of his turn. Absorption (6 Ki Points). As an action, when Cell is able to touch either Android 17 or Android 18, the target must attempt a DC 22 Dexterity saving throw or become restrained, on the beginning of his second turn, they must attempt a DC 22 Strength saving throw or remain restrained, on the beginning of his third turn, they must then attempt a DC 22 Constitution saving throw or become completely absorbed, Cell then becomes Semi-Perfect. Warrior's Pride. As a free action, Cell retries one saving throw that is causing him to be charmed or frightened. REACTIONSDeflect Missile. When Cell is hit by a ranged attack, reducing its damage by 39 (1d10 + 34). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. Deflect Energy When Cell takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, he may reduce the damage by 13 (1d10+6) Limit Break (1/Day). When Cell drops to 0 hit points, he takes a turn immediately before falling unconscious Imperfect Barrier (2 Ki Points). When targeted by a damaging effect, Cell makes one unarmed strike against every creature within 5 feet of him and gains 2 AC until the beginning of his next turn. |
|
Back to Main Page → 5e Homebrew → Campaign Settings → Dragon Ball → NPCs → CR 23-38 NPCs (Dragon Ball Supplement)