Nappa (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 (Saiyan), neutral evil


Armor Class 15 (Battle Armor)
Hit Points 209 (22d8 + 110)
Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 13 (+1) 8 (-1) 11 (+0)

Saving Throws Str +11, Con +11
Skills Acrobatics +6, Athletics +11, Intimidation +6, Perception +5
Senses passive Perception 15
Languages Common
Challenge 20 (25,000 XP)


Ki. Nappa has 25 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Oozaru. If Nappa looks at the full moon while he is benefitting from Prehensile Tail, he gains the following benefits.

  • His size increases to Huge.
  • His Strength becomes 24(+7), his Dexterity 14(+2), and his Constitution 24(+7) As such, his AC becomes 19, his bonus to hit for his Unarmed Strikes and Ki Blast attack becomes +13, and bonus to damage for those attacks becomes +7, his maximum hit points increase by 88, and his maximum ki points by 2. Additionally, his bonus to Strength saving throws, Constitution saving throws and Athletics becomes +13, and his bonus to Acrobatics becomes 8,.
  • He is blood-lusted.

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

Further Beyond. When Nappa is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Prehensile Tail. Nappa's saiyan biology includes a prehensile tail. Nappa cannot hold a weapon or shield using his tail. If Nappa's tail is severed, he is no longer considered proficient in Acrobatics and loses Dense musculature. His tail will slowly grow back over the course of a week, He regains use of it once He completes a long rest.

Powerful Build. Nappa counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. And requires twice as much food as a normal Medium-sized creature would.

Brawn. When Nappa is targeted by an area effect that lets him make a Strength 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. Nappa can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Nappa makes four attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) force damage (bludgeoning if out of ki).

Ki Charge As a full turn action Nappa regains 1d12 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Nappa's unarmed strikes have their reach increased by +60 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Stand Ground (1+ Ki Point). Nappa takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Nappa 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 19 Constitution saving throw or be stunned until the end of Nappa's next turn. Nappa may only make one sledgehammer attack per turn.

Magnum Finger (1 Ki Point). As part of making a Ki Blast attack, its range is halved and it becomes a line, its width increases by 15 ft., and all creatures within range must succeed a DC 19 Strength saving throw, taking the ki blast's damage on a failure.

Mouth Energy Wave (5 Ki points). When Nappa uses a Technique that deals damage that does not require charging, he gains advantage, or creatures that make its saving throw gain disadvantage. When he begins charging a Technique that does require charging, he may make 1 action on each of his turns without needing to make a concentration check.

Arm Break (2 Ki points). Once per turn when Nappa makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Saibaman Seed Creation (5 Ki points) Nappa converts a normal seed of any kind into a saibaman seed. When planted as an action, it becomes a saibaman at the end of his next turn. He may have up to 3 saibamen alive at once. They are allied to him, but not charmed by him. Each saibaman lasts for 1 minute, after which they die instantly.

REACTIONS

Deflect Missile. When Nappa 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.

Limit Break (1/Day). When Nappa drops to 0 hit points, he takes a turn immediately before falling unconcious

Nappa is among the few surviving saiyans following Planet Vegeta's destruction at the hands of Frieza, though it was relayed to the survivors as a freak meteorite attack. Nappa held the prestigious title of Mid-Class, of which there were only 10, only being outranked by Prince Vegeta and his father, King Vegeta. Due to his status, he was the Saiyan Army's general and aid to the prince. Amid the death of Raditz, a fellow saiyan, they learned the nature of the Dragon Balls, and sped to Earth. While proving to be stronger than Piccolo, whom he killed, incidentally destroying Earth's Dragon Balls, Son Goku's return to Earth would mark Nappa's demise, snapping his spine with a single attack. Looking to his prince for help, Vegeta had no use for a saiyan who could not move, hurling Nappa into the air and killing him with his aura alone.



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