Piccolo, Namek Saga (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 (Namekian), neutral good


Armor Class 19 (Natural Armor)
Hit Points 199 (21d8 + 105)
Speed 70 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +11, Dex +3, Con +12, Int +4, Wis +5, Cha +3
Skills Athletics +11, Deception +7, Insight +9, Intimidation +7, Stealth +7
Senses passive Perception 12
Languages Common, Namekian
Challenge 21 (33,000 XP)


Ki. Piccolo has 26 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 8.

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 210 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.

Demon Clan. Piccolo can add his intelligence modifier (minimum of 1) to his intimidation checks.

Endurance. When Piccolo 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.

Enduring Physique. Piccolo has the following:

  • He has 42 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.

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. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) force damage.

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

  • DC - 19
  • Attack bonus - +11
  • Technique slots - 7

REACTIONS

Deflect Missile. When Piccolo is hit by a ranged attack, he reduces its damage by 26 (1d10 + 21). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

PiccoloKingKaisPlanetNV.png
[Source].

Taking the opportunity on King Kai's planet to train his power thanks to its immense gravity, rather than to learn the kai's powerful techniques, Piccolo became strong enough to even rival the Goku that beat Vegeta. After being revived by the Namekian Dragon Balls, he would absorbing the dying Nail by his last request, becoming even more powerful.



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