Kaiwareman (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 (Alien), chaotic evil


Armor Class 14 (Natural Armor)
Hit Points 49 (9d8 + 9)
Speed 45 ft., Burrow 20 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 9 (-1) 12 (+1) 10 (+0)

Saving Throws Dex +6, Con +5
Skills Acrobatics +6, Athletics +4, Intimidation +4, Survival +5
Damage Resistances Cold
Senses passive Perception 11
Languages Common
Challenge 9 (5,000 XP)


Ki. The Kaiwareman has 10 ki points which it can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Kaiwareman has a damage threshold of 0.

Evasion. When Kaiwareman is targeted by an area effect that lets it make a Dexterity saving throw to take only half damage, such as fireball, it instead takes no damage if he succeeds on the saving throw, and only half damage if it fails the save.

ACTIONS

Multiattack. Kaiwareman makes two attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) force damage.

See Kaiwareman's known Techniques

  • DC - 14
  • Attack bonus - +6
  • Technique slots - 4

Kaiwaremans have access to the following two techniques in addition to the Universal Techniques

Self Destruct (Kaiwareman is reduced to 0 hit points). As an action or reaction, Kaiwareman overloads its ki. Every creature within 60 feet must make a DC 14 Dexterity saving throw. On a failure, they take 10d20 force damage, or half on a success. This circumvents features that reduce all/half effects to half/none. If Kaiwareman is grappling a creature, that creature automatically fails.

Icicle Claws (3 Ki Points). When the Kaiwareman deals force damage, it may instead deal cold damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become chilled until the end of their next turn. If it is a saving throw, on a failure they become chilled for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.

REACTIONS

Deflect Missile. When the Kaiwareman is hit by a ranged attack, reducing its damage by 16 (1d10 + 11). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

picture
Source.

Kaiwareman starts off, in a unknown planet where Nappa and Vegeta planted a seed of Saibamen. Unfortunately for them the Saibamen grow to be weak. The weakest Saibamen of their kind. However, they were hidden hidden powers that Vegeta didn't know. Vegeta instead of wasting energy and blasting them off, he would consider spare their lives if they defeat Nappa on 4 on 1 match. After, they're defeat. The game ends and you have to start over. If you win, Vegeta will spare their live's and he consider them to be part of the team to help them conquer the planet.



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