Jeice (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 (Alien), neutral evil


Armor Class 17 (Battle Armor)
Hit Points 195 (23d8 + 92)
Speed 65 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 17 (+3)

Saving Throws Str +11, Con +11
Skills Acrobatics +10, Deception +10, Insight +8, Perception +8, Performance +10, Stealth +10
Senses passive Perception 18
Languages Common
Challenge 23 (50,000 XP)


Ki. Jeice has 27 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Retreating Nature. Jeice does not provoke attacks of opportunity.

Sneaky. Jeice has advantage on Stealth checks. You may benefit from this feature once, regaining use at the end of a long rest.

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

ACTIONS

Multiattack. Jeice makes four attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) force damage.

Ki Charge As a full turn action Jeice regains 1d12 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Jeice's unarmed strikes have their reach increased by +65 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 19 Constitution saving throw or be stunned until the end of Jeice's next turn. Jeice may only make one sledgehammer attack per turn.

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

Bloody Dance (1 Ki Point). As a free action, any creatures Jeice hit with an unarmed attack until the beginning of his next turn can not take opportunity attacks until the end of his next turn.

Purple Comet Hurricane (5 Ki Points). As a bonus action, Jeice'movement speed becomes 0 and he can only use his action to make unarmed strikes. When Jeice makes an unarmed strike, he can move 30 feet as part of each unarmed strike, and he may make 2 additional unarmed strikes when he takes the attack action.

Arm Break (2 Ki points). Once per turn when Jeice makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Ki wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a DC 19 Dexterity saving throw, taking the ki blast's damage on a failure.

Crusher Ball (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 19 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. Gohan can add an additional 19 (2d6 + 11) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round.

REACTIONS

Deflect Missile. When Recoome is hit by a ranged attack, reducing its damage by 31 (1d10 + 26). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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

Exchange Blows (2 Ki Points) When an attack roll is made against Jeice may only, he makes an unarmed attack against the attacker.

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