Piccolo, Nail Absorbed (Dragon Ball Supplement)
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Medium humanoid (Namekian), neutral good Armor Class 23 (Natural Armor)
Saving Throws Str +14, Dex +4, Con +13, Int +4, Wis +5, Cha +3 Ki. Piccolo has 30 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 14. 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 240 feet away and the first time he would be deafened in an encounter, he ignores the condition, he may do this seven times per short or long rest. Super Namekian. Piccolo always has Super Namekian in his list and currently active, and as such he gains the following:
Namekian Martial Arts. Piccolo has the following:
Demon Clan. Piccolo can add his intelligence modifier (minimum of 1) to his intimidation checks. 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. Enduring Physique. Piccolo has the following:
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. ACTIONSMultiattack. Piccolo makes four attacks with his unarmed strikes. Unarmed Strike (0+ Ki Points). Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) 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 half of that result. Regeneration. Piccolo spends up to seven hit dice 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 6 (1d12) Ki points. See Piccolo's known Techniques
REACTIONSDeflect Missile. When Piccolo is hit by a ranged attack, he reduces its damage by 30 (1d10 + 25). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. |
Now with the power of both Nail and himself, Piccolo rushed to the battlefield, taking on 2nd form Frieza in an even match. However, against the emperor's 3rd form, he stood no chance. It would take the resurrected Kami using Earth's Dragon Balls to save him from Planet Namek's destruction. |
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