Namekian 11 (Dragon Ball Supplement)
Medium humanoid (Namekian), neutral good Armor Class 12 (Natural Armor)
Saving Throws Str +6, Con +8 Ki. The Namekian has 14 ki points which he can expend. All ki points are regained at the end of a long rest. Endurance. When the Namekian is targeted by an area effect that lets him make a Constitution 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. The Namekian can move along vertical surfaces and across liquids on his turn without falling during the move. ACTIONSMultiattack. The Namekian makes three attacks with its unarmed strikes or ki blasts. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage. Spare the Dying. One creature with 0 hit points the Namekian can touch becomes stable. Flight (1 Ki Point). As a bonus action, the Namekian gains a flying speed equal to his movement speed. Ki Blast (1 Ki Point). As a bonus action, The Namekian's unarmed strikes have their reach increased by +50 ft and are a +8 to hit. until the end of his turn. He may spend 1 additional ki point to use this as a free action. Healing Ray (1 Ki Point). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target regains 6 (1d8 + 2) hit points. Ki Sense (0+ Ki Points). As a free action, all creatures within 50 ft. are detected. Until the end of the Namekian'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. The Namekian may spend 1 additional ki, increasing its range by 50 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 the Namekian'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. The Namekian 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. Stand Ground (1+ Ki Point). The Namekian takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. The Namekian 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 15 Constitution saving throw or be stunned until the end of the Namekian's next turn. The Namekian may only make one sledgehammer attack per turn. REACTIONSDeflect Missile. When the Namekian is hit by a ranged attack, reducing its damage by 16 (1d10 + 11). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. |
Namekians vary widely in power, but have relatively few named examples. This stat block represents a generic 11th level Dragon Clan Namekian. |
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