King Piccolo (Dragon Ball Supplement)
Medium humanoid (Namekian), neutral evil Armor Class 13 (Natural Armor)
Saving Throws Str +8, Con +9 Ki. King Piccolo has 18 ki points which he can expend. All ki points are regained at the end of a long rest. Endurance. When King Piccolo 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. King Piccolo can move along vertical surfaces and across liquids on his turn without falling during the move. ACTIONSMultiattack. King Piccolo makes three attacks with its unarmed strikes or ki blasts. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage. Flight (1 Ki Point). As a bonus action, King Piccolo gains a flying speed equal to his movement speed. Ki Blast (1 Ki Point). As a bonus action, King Piccolo's unarmed strikes have their reach increased by +55 ft and are a +9 to hit. 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 7 (1d8 + 3) hit points. Ki Sense (0+ Ki Points). As a free action, all creatures within 55 ft. are detected. Until the end of King Piccolo'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. King Piccolo 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 King Piccolo'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. King Piccolo 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. Stand Ground (1+ Ki Point). King Piccolo takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. King Piccolo may use this as a bonus action for 1 additional ki point. Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 16 Constitution saving throw or be stunned until the end of King Piccolo's next turn. King Piccolo may only make one sledgehammer attack per turn. Masenko (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 16 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. You can add an additional 26 (2d6 + 9) 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. Ki Charge As a full turn action King Piccolo regains 5 (1d10) Ki points. REACTIONSDeflect Missile. When King Piccolo is hit by a ranged attack, reducing its damage by 19 (1d10 + 14). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. |
The great demon who twice shrouded the world in darkness, King Piccolo aged greatly after his defeat at the hands of Master Mutaito. After creating numerous Demon Clan offspring including the great King Piccolo, he would ultimately gather the dragon balls created by his stronger, good half and Earth's guardian, Kami, that he would regain his youth. |
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