Krillin, 23rd Tenkaichi (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 (Human), chaotic good


Armor Class 17 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 13 (+1) 12 (+1) 10 (+0)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Arcana +6, Athletics +8, Persuasion +5, Survival +6
Senses passive Perception 11
Languages Common
Challenge 16 (15,000 XP)


Ki. Krillin has 18 ki points which he can expend. All ki points are regained at the end of a long rest.

Evasion. When Goku 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.

ACTIONS

Multiattack. Krillin makes three attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.

Ki Charge As a full turn action Krillin regains 5 (1d10) Ki points.

Ki Sense (0+ Ki Points). As a free action, all creatures within 55 ft. are detected. Until the end of Krillin'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. Krillin 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 Krillin'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. Krillin 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.

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

Ki Blast (1 Ki Point). As a bonus action, Krillin'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.

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 57 (7d10+18) radiant damage, but if they succeed they take half damage. You can increase this damage by 20 (2d10 + 9) 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 17 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 17 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them.

Perfect Dodge (1 Ki Point). As a bonus action Krillin takes the dodge action.

Solar Flare (2 Ki Points). As an action, every creature that is not blinded within 45 feet facing Krillin must succeed a Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.

REACTIONS

Deflect Missile. When Krillin is hit by a ranged attack, reducing its damage by 25 (1d10 + 20). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

KrillinVsPiccoloWMAT.png
[Source].

After three years of training, not including the time he spent dead, Krillin was ecstatic to see Goku again, as well as being able to fight Tien and Yamcha as friends. However, the fortune of the ballot did not do him any favors, pitting him against the greater form of his previous death. Fighting Piccolo's reincarnate, Krillin was able to land quite a few powerful blows, even catching the superior opponent off-guard a few times, before being defeated. Following this younger Piccolo's defeat, Krillin disagreed with Goku's forgiveness and healing of their nemesis, but held faith in his friend's decision-making. However, after 5 years and Goku's death at Raditz's hand, against which Krillin could do nothing, Krillin had no choice but to train, knowing that two stronger saiyans were only one year from arriving on Earth.



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