Mighty Majin (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 (Majin), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 152 (16d8 + 80)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 8 (-1) 8 (-1) 12 (+1)

Saving Throws Str +9, Con +10
Skills Acrobatics +8, Arcana +4, Athletics +9, Intimidation +6, Stealth +8
Senses passive Perception 9
Languages Common
Challenge 16 (15,000 XP)


Ki. The Majin has 21 ki points which they can expend. All ki points are regained at the end of a long rest.

Rubber-Gum Body/Childlike Wonder. The Majin has the following:

  • They have +10 feet of reach (included in unarmed strike).
  • They have advantage on saving throws against being Poisoned.
  • They have advantage on saving throws against being Frightened, as they don't fully comprehend fear.

Bubble Nimble. The Majin may spend 2 ki points when they make an athletics or dexterity check to gain advantage on the roll (Speed increased by 5, included in sheet).

Magical Fortitude. When the Majin benefits from the effects of the dodge action or stand ground technique, they can spend 1 hitdie, adding their constitution modifier to the roll and regaining hit points equal to the total.

Enduring Physique. The Majin 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.

Inherent Magic. The Majin's innate spellcasting ability is Charisma (spell save DC 14) it can innately cast the following spells.

At will: eldritch blast, resistance
3/day each: bane

Endurance. When the Majin is targeted by an area effect that lets them make a Constitution 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 Majin can move along vertical surfaces and across liquids on their turn without falling during the move.

ACTIONS

Multiattack. The Majin makes three attacks with its unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) force damage.

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

Elongate Limb. As a bonus action the Majin increases their reach by 10 feet until they use a bonus action to return it to its normal length, while their limbs are elongated, they have disadvantage on any attack with a heavy weapon.

See the Wonder Majin's known Techniques

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

REACTIONS

Deflect Missile. When the Majin is hit by a ranged attack, they reduce its damage by 24 (1d10 + 19). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

Magic Regeneration (1+ Ki Points). When the Majin is reduced to 0 hit points but not killed outright, they may spend a number of ki points up to the number of hit dice they have, rolling each hit dice chosen and regaining hit points equal to the result of the hit dice.

Food Transfiguration. When the Majin reduces a creature to 0 hit points they may turn them into a piece of food for up to 5 hours, if the Majin eats them anytime within those 5 hours they are instantly killed and the Majin regains ki equal to their CR or level or twice as much hit points.

Image
Source.

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