Kami (Dragon Ball Supplement)
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Medium humanoid (Namekian), lawful good
Saving Throws Str +9, Con +9
Ki. Kami has 20 ki points which he can expend. All ki points are regained at the end of a long rest.
Endurance. When Kami 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. Kami can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Kami makes three attacks with its unarmed strikes or ki blasts.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.
Spare the Dying. One creature with 0 hit points Kami can touch becomes stable.
Flight (1 Ki Point). As a bonus action, Kami gains a flying speed equal to his movement speed.
Ki Blast (1 Ki Point). As a bonus action, Kami's unarmed strikes have their reach increased by +55 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.
Healing Ray (1 Ki Point). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target regains 9 (1d10 + 4) hit points.
Ki Sense (0+ Ki Points). As a free action, all creatures within 55 ft. are detected. Until the end of Kami'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. Kami may spend 1 additional ki, increasing its range by 55 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 Kami'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. Kami 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.
Mafuba (15 Ki Points). In order to use this technique, Kami needs a container of some kind and a seal with a god's name on it. This technique can not be used against Good creatures. One creature within 20 ft. must succeed a DC 16 Constitution or Wisdom saving throw. On a failure, they are under the effect of the Minimus Containment version of the imprisonment spell. Kami must make the same saving throw. If he succeeds, he gains 1 level of exhaustion and cannot spend ki for 1 minute. If he fails, he also falls to 0 hit points.
Explosive Wave (10 Ki Points). Kami fire a 15 ft. radius ki blast up to 180 ft. from you. Every creature within range must attempt a DC 16 Strength saving throw. On a failure, they take 66 (12d10) force damage. On a success, they take half as much damage. This damage decreases by 11 (2d10) for every 5 feet away from the initial target they are.
Ki Charge As a full turn action Kami regains 5 (1d10) Ki points.
Deflect Missile. When Kami is hit by a ranged attack, reducing its damage by 21 (1d10 + 16). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
The good to King Piccolo's evil, Kami is the stronger half of the split nameless namekian. As splits of one another, if one should die, so would the other, along with the Earth's Dragon Balls, which Kami created. Even after his brother regained his youth, Kami still outclassed him, only being defeated by his stronger reincarnation, Piccolo Jr., but that's still three years out. Now, with the help of his assistant Mr. Popo they train Goku to become the challenge against Piccolo Junior in the next tournament.