Krillin, Saiyan Saga (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 123 (19d8 + 38)
Speed 55 ft.


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

Saving Throws Str +9, Dex +10
Skills Acrobatics +10, Arcana +7, Athletics +9, Persuasion +6, Survival +7
Senses passive Perception 11
Languages Common
Challenge 19 (22,000 XP)


Ki. Krillin has 20 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.

ACTIONS

Multiattack. Krillin makes four 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.

Ki Dash (2 Ki Points). As a Lengthy Action, Vegeta moves forwards 220 feet, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against him having disadvantage until the end of your turn.

Massive Blow (1+ Ki Points). As a Free Action when Vegeta hits a creature with an unarmed strike, they must make a DC 18 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 18 Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.

Scattering Bullet (5+ Ki Points). After charging for 1 round, every creature in a 60 ft. long, 10 ft. wide line with a 10 ft. radius sphere centered on its end must make a DC 18 Intelligence saving throw. If they fail they take 37 (6d8+10) force damage, but if they succeed they take half damage. You can increase this damage by 4 (1d8) for every additional ki point spent, increase its length by 15 ft., and increase its width or the sphere's radius by by 5 ft. Each additional ki increases its charge time by 0.5 rounds.

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.

Destructo-Disk (3 Ki Points). When Krillin fires a ki blast, On a hit, he deals twice as much damage and ignores any form of damage reduction or threshold.

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.

Krillin_ready.png
[Source].

Joining with Tien, Chiaotzu, Yamcha, Piccolo, and Gohan to face the saiyan menace head on in order to hold them off long enough for Goku to arrive, Krillin was the only of the human fighters to not offer to fight the saibamen in order to entertain their enemies. However, when Yamcha was killed by a surprise suicide attack, Krillin was enraged, using his newly-developed Scattering Bullet to kill all but one of the remaining saibamen. As his friends fell one-by-one and death at Nappa's hands seemed immanent, Goku finally arrived, killing the bald saiyan. However, by the end of the long battle against Vegeta, Krillin was the last of the Z Fighters even able to stand. Wishing to finish off the prince with Yajirobe's katana, only being stopped by Goku, who wished to fight him again, see if he could become a better person, and not taint their worth as warriors. Following a short trip to the hospital, Krillin, Gohan, and Bulma determined a way to bring back their friends by going to the Dragon Balls' source; Namek.



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