Perfect Cell (Dragon Ball Supplement)
Medium humanoid (Alien), lawful evil Armor Class 26 (Natural Armor)
Saving Throws Str +19, Dex +11, Con +18, Wis +11 Ki. Cell has 41 ki points which he can expend. All ki points are regained at the end of a long rest. Regenerative Cells. Cell regains 4 hit points at the end of each of his turns. Functionally immortal. Cell does not need to eat, drink or sleep, and is immune to aging and can't die of old age, additionally, when Cell would die, except through an instant kill, he is instead reduced to a head, while a head, Cell's Strength, Dexterity and Constitution becomes 5 (-3), his AC becomes 4, his DCs become 14, his bonus to hit for his Unarmed Strikes becomes +6, and penalty to damage for those attacks becomes -3, his maximum ki points decrease by 11, and his hit dice become d4s, he can reform his body using 15 ki points as a full turn action, if he doesn't get a replacement body in 24 hours he dies. Brawn/Endurance/Evasion/Discernment. When Cell is targeted by an area effect that lets him make a Strength, Constitution, Dexterity, Wisdom or Intelligence 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. Further Beyond/Incredible Durability. When Cell is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can use this feature twice before He finishes a long rest. Built for Space. Cell doesn't require oxygen and is not effected by high altitude, extreme heat, and extreme cold. Powerful Build. Cell 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. Ki-Imbued Body. Cell counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Lasting Form. Cell can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, he can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur. Unarmored Movement. Cell can move along vertical surfaces and across liquids on his turn without falling during the move. #17 and #18 Absorbed. Cell can use any actions available to Android 17 and Android 18 and has any proficiencies that they have (included in sheet), additionally if Cell is dealt more than half his maximum hit points of damage in one turn, he becomes Semi-Perfect and Android 18 appears within 5 feet of him. ACTIONSMultiattack. Cell makes four attacks with his unarmed strikes or Stinger. Limb Regeneration. As an action when one of Cell's limbs are damaged, he can expend a number of hit die regenerate and heal the limb with an amount of hit points equal to the result of the hit die roll, he takes necrotic damage equal to half the total of the roll. This can take place even if the limb is completely destroyed. Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) force damage. Stinger. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) force damage and Cell regains 2 hit points. Stinger Drain (1 Ki Point). As a bonus action, Until the start of Cell's next turn, whenever he makes a stinger attack, he regains 1/4 as many ki points as damage dealt. Ki Charge As a full turn action Cell regains 2d10 Ki points. Ki Sense (0+ Ki Points). As a Free Action Cell senses the location every creature within his movement speed. Until the end of his turn, creatures that were within the area can not be invisible to you. He learn how many ki points and hit points the creature has, as well as its AC. He may spend ki increasing its range by his movement speed each time. This can not sense creatures using a Godly Transformation. Destructo-Disk (3 Ki Points). When Cell fires a ki blast, On a hit, he deals twice as much damage and ignores any form of damage reduction or threshold. Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Cell moves half his movement speed and forces any creatures that can see him to attempt a DC 26 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them. Ki Suppression (0+ Ki Points). As a free action, bonus action, or reaction on Cell'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. Cell 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. Solar Flare (2 Ki Points). As an action, every creature that is not blinded within 45 feet facing Cell must succeed a DC 26 Wisdom or Dexterity saving throw. On a failure, they are blinded and stunned until the end of their next turn. Death Beam (1+ Ki Point). As part of making a Ki Blast attack, its range is halved and it becomes a line, it deals twice as much damage, and all creatures within range must attempt a DC 26 Constitution saving throw, taking the ki blast's damage on a failure. Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 26 Constitution saving throw. If they fail they take 57 (7d10+18) radiant damage, but if they succeed they take half damage. You can increase this damage by 29 (2d10 + 18) for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round. Alternatively Cell, may spend an additional 5 ki in order to immediately gain the benefits of charging it for 1 round, spending 10 ki and 20 ki etc to gain the benefit of additional rounds. This cost restarts to 5 again at the beginning of his turn. Tri-Beam (5 Ki Points). As an action, Cell makes a ranged attack against every creature in a 60ft cube with one edge within 5 ft. of him, dealing 10d10 radiant damage on a hit, and Cell takes 8d8 necrotic damage. If using this feature reduces Turn to 0 hit points, he automatically fails his first death saving throw. Self Destruct (Cell is reduced to 0 hit points). As an action or reaction, Cell overloads his ki. Every creature within 60 feet must make a DC 26 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 Cell is grappling a creature, that creature automatically fails. Multi-Form Technique (4 ki points). As an action, Cell creates up to three clones. Cell and the clones divide their hit points and ki points evenly across each other(as well as their maximums). The clones can take actions as normal, however they can not use Multiattack. They act on the same initiative as Cell. They last until they are reduced to 0 hit points, they expend all of their ki, Cell dismisses them at will, or he falls unconscious. If the clone still has hit points or ki when it dissipates, it is divided across Cell and the other clones. Super Perfect Cell (3 Ki Point). As an action, Cell's Strength becomes 36(+13), his Dexterity becomes 28(+9), and his Constitution becomes 32(+11), his AC becomes 32, his DCs become 30, his bonus to hit for his Unarmed Strikes becomes +22, and bonus to damage for those attacks becomes +13, his maximum hit points increase by 66, the hit points from his regenerative cells increase by 2, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet. Instant Transmission (1 Ki Point). As a bonus action, Cell teleports to an open space within 5 ft. of a creature he can detect using Ki Sense. Warrior's Pride. As a free action, Cell ends one effect that is causing him to be charmed or frightened. REACTIONSDeflect Missile. When Cell is hit by a ranged attack, reducing its damage by 47 (1d10 + 42). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. Deflect Energy When Cell takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, he may reduce the damage by 14 (1d10+9) Limit Break (1/Day). When Cell drops to 0 hit points, he takes a turn immediately before falling unconscious Perfect Barrier (2 Ki Points). When targeted by a damaging effect, Cell makes one unarmed strike against every creature within 5 feet of him and gains 2 AC until the beginning of his next turn. |
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