Low-Class Saiyan Swarm (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.


Huge humanoid (Saiyan), chaotic evil


Armor Class 16 (Natural Armor)
Hit Points 336 (32d12 + 128)
Speed 65 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 8 (-1) 10 (+0)

Saving Throws Str +10, Con +9
Skills Acrobatics +6, Athletics +10, Deception +5, Intimidation +5, Survival +4
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses passive Perception 9
Languages Common
Challenge 16 (15,000 XP)


Ki. The Saiyan has 20 ki points which they can expend. All ki points are regained at the end of a long rest.

Damage Threshold. The Saiyan Swarm has a damage threshold of 10.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm can't regain hit points or gain temporary hit points and can only attack creature that are inside of it.

The Swarm loses 2 in Dexterity score and gain 2 in Strength score, furthermore the hit die increase to 2 tiers (1d8 -> 1d12) with it's Hit Die are doubled and it's size become Huge. (Everything is already counted in the values on this sheet)

The Swarm loses the MultiAttack feature if in the original creature sheet, if there is one, but they gain 1 + one for extra die of damage for it's attacks that are not Spells or Techniques. if the Swarm is below half of it's maximum Hit Points, the number of damage die dealt by it's melee attacks, decreases by 1.

Also, any area of effect Spell, Feature, Technique and so on, that the Swarm must make, it's done in disadvantage if it is a Dexterity, Strength or Constitution save and in addition to this, any area of effect damage Swarm receives, it receives half the damage as extra damage in total. (i.e. If it receives 10 damage from a Magnun Finger, Swarm receives +5 extra damage)

Multiple Beings. The Swarm is immune to effects that would only focus one creature as a target, such as Absorption or Tuffle Parasite. Furthermore, the Swarm can when it hit a creature with a melee attack, spend a bonus action to grapple the target.

Strength in Numbers. When the Swarm attacks a creature that is grappled by Swarm itself, they have advantage on the damage roll (Roll the damage twice and use the higher value)

Oozaru. If the Saiyan Swarm looks at the full moon while they are benefitting from Prehensile Tail, they gain the following benefits.

  • Their size increases to Gargantuan.
  • Their Strength becomes 24(+7), their Dexterity 16(+3), and their Constitution 22(+6) As such, their AC becomes 19, their bonus to hit for their Unarmed Strikes and Ki Blast attack becomes +11, and bonus to damage for those attacks becomes +6, their maximum hit points increase by 32, their maximum ki points by 2 and damage threshold by 4.
  • They are blood-lusted.

These all last until they can no longer see the moon.

Further Beyond. When the Saiyan Swarm is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.

Prehensile Tail. The Saiyan's biology includes a prehensile tail. They cannot hold a weapon or shield using his tail. If their tail is severed, they are no longer considered proficient in Acrobatics, additionally, they can make unarmed strikes with their tail. Making unarmed strikes in this way decreases the damage die by 2 tiers (d12 < d8 < d4 < 1). Their tail will slowly grow back over the course of a week, They regain use of it in 2d6 days.

Powerful Build. The Saiyan counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. And they require twice as much food as a normal Medium-sized creature would.

Saiyan Power. If the Saiyan is reduced to 0 Hit Points and isn't stable after utilizing the Further Beyond feature, they can permanently increase one Ability Score by 1 to a maximum of 20 after regaining at least 5 hit points, they can only do this five times (three instances included in strength and constitution stats, redistribute or remove as appropriate).

Saiyan Brutality. Once per turn when the Saiyan hits with an attack, they can roll one additional damage dice and add it to the total damage, additionally, immediately after the Saiyan uses the Further Beyond or Saiyan Power trait, they can use their reaction to take the attack action, use a non charging technique, or cast a spell with a casting time of 1 action or bonus action..

Enduring Physique. The Saiyan has the following:

  • They have 32 extra hit points.
  • Whenever they regain hit points by spending hit dice the result is doubled.
  • They have advantage on saving throws against exhaustion and its effects.

True Warrior (5/Long Rest). Whenever the Saiyan rolls a 1 on an attack roll, they may reroll the attack and must use the new roll.

Brawn. When the Saiyan is targeted by an area effect that lets them make a Strength saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fails the save.

Unarmored Movement. The Saiyan can move along vertical surfaces and across liquids on their turn without falling during the move.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 0 ft., one target. Hit: 57 (6d12 + 5) Force damage or Bludgeoning damage if does not have atleast 1 Ki point.

Ki Charge As a full turn action The Saiyan regains 5 (1d12) Ki points.

See the Low Class Saiyan's known Techniques

  • DC - 18
  • Attack bonus - +10
  • Technique slots - 5


REACTIONS

Deflect Missile. When the Saiyan is hit by a ranged attack, they reduce its damage by 23 (1d10 + 17). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

ImagesCAOKND8B.jpg
[Source].

When a group of Low-Class Saiyans (around 25 of them) join together on a mission given to them by the Frieza Force or by the Saiyan Empire, they become a Swarm of Saiyajins who actively bring about the destruction of the planet so that it can be dominated.

For reasons of numbers, there are only Low-Class Saiyans Swarms exist, due to the extreme tiny number of middle- and upper-class Saiyans. Also Middle-and Upper- class Saiyans tend to walk in small teams, as they alone could fight a Swarm of Low-Class Saiyans.

In the end, even if they are weak alone for the standars of the Frieza Force/Saiyan Empire, these Saiyans alone can bring about the end of a civilisation without any problem using the Oozaru Power.

Variant: Army

At the GM's discretion, if it's wanted to place a larger number of enemies, but not as separed creatures, he can increase the size of the Swarm to gargantuan. This increases the hit die to d20 (causing the HP to become 496) and increasing Strength by +2 again and reducing Dexterity by -2 again, making the Technique DC increase to 19 and the bonus to +11, Threshold increase to 12 and Unarmed Strike increase to +11 to hit/+6 in Damage roll.

also, the Oozaru Feature now is the following:

Oozaru. If the Saiyan Swarm looks at the full moon while they are benefitting from Prehensile Tail, they gain the following benefits.

  • Their size increases to Colossal.
  • Their Strength becomes 26(+8), their Dexterity 14(+2), and their Constitution 22(+6) As such, their AC becomes 19, their bonus to hit for their Unarmed Strikes and Ki Blast attack becomes +11, and bonus to damage for those attacks becomes +6, their maximum hit points increase by 32, their maximum ki points by 2 and damage threshold by 4.
  • They are blood-lusted.

These all last until they can no longer see the moon.



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