Piccolo, Buu Saga (Dragon Ball Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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 (Namekian), neutral good


Armor Class 34 (Natural Armor)
Hit Points 375 (30d8 + 240)
Speed 105 ft.


STR DEX CON INT WIS CHA
32 (+11) 16 (+3) 26 (+8) 12 (+1) 16 (+3) 11 (+0)

Saving Throws Str +20, Dex +6, Con +17, Int +5, Wis +12, Cha +4
Skills Acrobatics +12, Athletics +20, Deception +9, History +10, Insight +12, Intimidation +9, Perception +12, Stealth +12
Senses passive Perception 22
Languages Common, Namekian
Challenge 30 (155,000 XP)


Ki. Piccolo has 38 ki points which he can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Piccolo has a damage threshold of 22.

Slug-Like Structure. Piccolo does not need to eat food, but still requires water for sustenance.

Enhanced Hearing. Piccolo can hear all sounds clearly from up to 315 feet away and the first time he would be deafened in an encounter, he ignores the condition, he may do this 9 times per short or long rest.

Super Namekian. Piccolo always has Super Namekian in his list and currently active, which counts as 1.5 techniques, and as such he gains the following:

  • His Strength and Dexterity increase by +6 and Constitution increase by +4. As such, his AC increases by +5, the bonus to hit for his Unarmed Strikes and bonus to damage for these attacks increase by +3, his damage threshold increases by 6, his maximum hit points increase by twice his CR, his maximum ki points increase by 2, and his movement speed by 15 feet (all of which are already included in the sheet).
  • His reach is increased by 10 feet (included in unarmed strike).
  • He gains the Namekian Martial Arts, Dragon Clan and Dragon Spells features and proficiency in Acrobatics and Insight (Which are included in the sheet).

Namekian Martial Arts. Piccolo has the following:

  • He may make an unarmed strike even when his hands are occupied
  • The reach for his unarmed strikes are increased by 10 feet (Included in unarmed strike)

Demon Clan/Dragon clan. Piccolo can add his intelligence modifier (minimum of 1) to his intimidation and insight checks.

Dragon Spells. Piccolo's innate spellcasting ability is Wisdom (spell save DC 18) he can innately cast the following spells.

Namekian Warrior Whenever Piccolo makes an athletics or acrobatics check that he doesn't have disadvantage on, he may spend 2 ki points to gain advantage.

At will: spare the dying, resistance, guidance

Brawn/Endurance. When Piccolo is targeted by an area effect that lets him make a Strength or 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.

Ki Imbued Body. Piccolo counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift,

Enduring Physique. Piccolo has the following:

  • He has 60 extra hit points.
  • Whenever he regains hit points by spending hit dice the result is doubled.
  • He has advantage on saving throws against exhaustion and its effects.

Keen Awareness. Piccolo has the following:

  • He has a +5 bonus to his passive Wisdom (Perception) score.
  • He has advantage on initiative rolls.
  • He has advantage on saving throws against traps and hazards, and can't be surprised while he is conscious.

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

Unarmored Movement. Piccolo can move along vertical surfaces and across liquids on his turn without falling during the move.

Enhanced Charging. Piccolo has techniques labeled 'Charging' when Piccolo charges or begins charging any of those techniques he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to two times per turn, if such a technique has a charging time of half a round, it doesn't gain his attack modifier to damage per round considered charged in this way.

ACTIONS

Multiattack. Piccolo makes four attacks with his unarmed strikes.

Unarmed Strike (0+ Ki Points). Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 21 (2d10 + 10) force damage, he may increase his reach by 5 ft for every 2 ki points spent, if the reach exceeds 30 feet using this then he suffers a -1 to hit per 5 ft above 30 ft.

Regenerate Limb. Piccolo spends any number of hit dice and one of his limbs regains hit points equal to the result, with Piccolo taking necrotic damage equal to 1/4 of that result minimum of 1.

Regeneration. Piccolo spends up to 9 hit dice and adds his constitution modifier to each die to regain hit points equal to the result, losing a ki point per hit die rolled.

Ki Charge As a full turn action Piccolo regains 11 (2d10) Ki points.

Warrior's Pride. As a free action, Piccolo retries one saving throw that is causing him to be charmed or frightened.

See Piccolo's known Techniques

  • DC - 28
  • Attack bonus - +20
  • Technique slots - 9

REACTIONS

Deflect Missile. When Piccolo is hit by a ranged attack, he reduces its damage by 37 (1d10 + 32). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Deflect Energy. When Piccolo takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, the damage is reduced by 1d10 + his Attack bonus.

Piccolo7YearsLater.png
[Source].

7 years after the defeat of Cell, through all of which he trained, Piccolo was informed by Gohan, who he was disappointed to see hadn't kept up his training, that Goku would be returning for a single day to meet with his old friends and family, and to compete in the 25th World Martial Arts Tournament. Despite being excited to challenge his old rival, he resigned in the first stage after encountering Shin. From this point on, his primary role would be training Goten and Trunks, as even the weakest enemy during Majin Buu's attack, Dabura, could deal with Piccolo with ease. In the GT timeline, Piccolo would continue to get stronger through training, even surpassing Kid Buu. In the Super timeline, however, with ever-stronger threats like Golden Frieza, Piccolo would break his limits time-and-again, ascending past even the Gohan that put this era's Piccolo to shame.



FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dragon Ball franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Dragon Ball copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsDragon BallNPCsCR 23-38 NPCs (Dragon Ball Supplement)