Kyukonman (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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 (Alien), chaotic evil


Armor Class 15 (Natural Armor)
Hit Points 60 (11d8 + 11)
Speed 65 ft., Burrow 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 9 (-1) 14 (+2) 10 (+0)

Saving Throws Dex +7, Con +5
Skills Acrobatics +7, Athletics +5, Intimidation +4, Survival +6
Damage Resistances Poison
Senses passive Perception 12
Languages Common, but can't speak
Challenge 11 (7,200 XP)


Ki. The Kyukonman has 11 ki points which it can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Kyukonman has a damage threshold of 2.

Evasion. When Kyukonman is targeted by an area effect that lets it make a Dexterity saving throw to take only half damage, such as fireball, it instead takes no damage if he succeeds on the saving throw, and only half damage if it fails the save.

Unarmored Movement. Kyukonman can move along vertical surfaces and across liquids on its turn without falling during the move.

ACTIONS

Multiattack. Kyukonman makes three attacks with its unarmed strikes.

Ki Charge As a full turn action The Kyukonman regains 4 (1d8) Ki points.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) force damage or bludgeoning damage if Kyukonman don't have atleast 1 Ki Point.

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

Ki Blast (1 Ki Point). As a bonus action, Kyukonman’s unarmed strikes have their reach increased by +65 ft. until the end of its turn. He may spend 1 additional ki point to use this as a free action.

Ki Wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a DC 18 Dexterity saving throw, taking the ki blast's damage on a failure.

Self Destruct (Kyukonman is reduced to 0 hit points). As an action or reaction, Kyukonman overloads its ki. Every creature within 60 feet must make a DC 15 Dexterity saving throw. On a failure, they take 10d20 force damage, or half on a success. This circumvents features that reduce all/half effects to half/none. If Kyukonman is grappling a creature, that creature automatically fails.

Ki Jump (1 Ki Point). As a bonus action, the Kyukonman jumps up to 30 feet and makes one unarmed strike.

Massive Blow (1+ Ki Points). As a Free Action when the Kyukonman hits a creature with an unarmed strike, they must make a DC 15 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 15 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.

REACTIONS

Deflect Missile. When the Kyukonman is hit by a ranged attack, reducing its damage by 24 (1d10 + 14). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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Source.



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