Krillin, 22nd Tenkaichi (Dragon Ball Supplement)
From D&D Wiki
Medium humanoid (Human), chaotic good Armor Class 17 (Natural Armor)
Saving Throws Str +7, Dex +8 Ki. Krillin has 12 ki points which he can expend. All ki points are regained at the end of a long rest. Evasion. When Krillin is targeted by an area effect that lets him make a Dexterity 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. Krillin can move along vertical surfaces and across liquids on his turn without falling during the move. ACTIONSMultiattack. Krillin makes three attacks with its unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 17 Constitution saving throw. If they fail they take 55 (7d10+16) radiant damage, but if they succeed they take half damage. You can increase this damage by 27 (2d10 + 16) 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. Stand Ground (1+ Ki Point). Krillin takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Krillin 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 Krillin's next turn. Krillin may only make one sledgehammer attack per turn. Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Krillin moves half his movement speed and forces any creatures that can see him to attempt a DC 16 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them. Ki Jump (1 Ki Point). As a bonus action, Krillin jumps up to 30 feet and makes one unarmed strike. Perfect Dodge (1 Ki Point). As a bonus action Krillin takes the dodge action. Bloody Dance (1 Ki Point). As a free action, any creatures Krillin hit with an unarmed attack until the beginning of her next turn can not take opportunity attacks until the end of her next turn. REACTIONSDeflect Missile. When Krillin 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. |
Joining the 22nd World Martial Arts Tournament, Krillin, Goku, and Yamcha represented the best, and only, students of the great Turtle School, not even realizing that the two strongest of their ancient rival, the Crane School, would be joining as well: Tien and Chiaotzu. Feeling uneasy around the latter, Chiatozu manipulated Krillin's fear by telekinetically manipulating the ballot results, pitting the two in the first match. While at first completely outmatched by his telekinesis, Krillin quickly found a loophole; that basic mathematics distracted the strange fighter from focusing his power, allowing him to quickly take him out. In the semi-finals, he and Goku were set to fight. Agreeing to give their all, his tactical trickery was only outdone by his opponent's own, taking his defeat gratefully. However, in what should have been a moment of peace and celebration following the tournament, tradgedy struck when a mysterious invader attacked Krillin from behind, snapping his neck and killing him instantly. However, following King Piccolo's defeat, he was revived using the Dragon Balls, allowing him to train with Korin until the next World Tournament. |
Back to Main Page → 5e Homebrew → Creatures
Back to Main Page → 5e Homebrew → Campaign Settings → Dragon Ball → NPCs → CR 1-14 NPCs (Dragon Ball Supplement)