Pirate Robot (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Custom background, and as such does not follow traditional CR.


Medium construct (Robot), unaligned


Armor Class 14 (Natural Armor)
Hit Points 37 (5d8 + 15)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

Saving Throws Str +6, Con +6
Skills Athletics +6, History +4, Intimidation +2, Investigation +4, Perception +3
Senses passive Perception 13
Languages All the languages of its creator, but is unable to speak.
Challenge 5 (1,800 XP)


Energy. The Pirate Robot has 8 Energy points which they can expend. All ki points are regained at the end of a long rest.

Damage Threshold. The Pirate Robot has a damage threshold of 6.

Mindless Machines. Pirate Robots don't have a mind of it's own, it follows instruction gave to them to it's maximum and will do actions that bring harm to itself, if mean granting a sucess in it's mission. They don't have personality, nor any complex intellect and are limited to just their programming.

Living Machine. Pirate Robot is not a living being and don't produce Ki, for this reason is impossible to be sensed by Ki Sense

Custom Model. As the Creative Potential for a Machine in the world of Dragon Ball is massive and only is limited to it's creator mind. At the GM's choice, a Pirate Robot can have some changes to its Sheet, if the GM wants, he can give a feat of his choice to the Pirate Robot, but reducing the Strength Score by -2. Furthermore, the GM can change any technique described here for Pirate Robot.

ACTIONS

Multiattack. When Pirate Robot take the Attack Action, it can make two attacks, be Unarmed, with it's Short Sword or Sub-Machine Gun. Also it can make one attack as a Bonus Action, but only Unarmed Strike can be done as a Bonus Action.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Bludgeoning damage (Or Force Damage if has atleast 1 Energy Point).

Short Sword. Simple Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Slashing damage.

Sub-Machine Gun. Simple Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one target. Hit: 5 (1d8 + 2) Piercing damage.

Techniques Pirate Robot have the following Techniques:

  • DC - 11
  • Attack bonus - +3
  • Technique slots - 3

Gun Enhancement (2 Energy Points)/(Half Technique slot). As a bonus action, Any Simple Ranged Weapon that Pirate Robot is wielding can benefit from any effect to it's unarmed strikes would, and their damage counts as magical for the sake of overcoming resistance and immunity to nonmagical attacks. In addition, it can end this effect early by granting one attack and damage roll you make with that melee weapon to gain a +2 bonus. Pirate Robot must spend 1 Energy Point at the beginning of each of it's turns to keep this active.


Flurry of Blows (1 Energy Point)/(Half Technique slot). As a bonus action immediately after Pirate Robot takes the Attack action on their turn, they make two unarmed strikes.

Stand Ground (1+ Energy Point)/(Half Technique slot). Pirate Robot takes half as much damage from all sources, but cannot willingly move until the beginning of their next turn. They may use this as a bonus action for 1 additional Energy Point.

Blade Enhancement (2 Energy Points)/(Half Technique slot). As a bonus action, Any Simple Melee Weapon that Pirate Robot is wielding can benefit from any effect to it's unarmed strikes would, and their damage counts as magical for the sake of overcoming resistance and immunity to nonmagical attacks. In addition, it can end this effect early by granting one attack and damage roll you make with that melee weapon to gain a +2 bonus. Pirate Robot must spend 1 Energy Point at the beginning of each of it's turns to keep this active.

Full Power Blow (1+ Energy Points)/(Half Technique slot). As a bonus action, when Pirate Robot makes an attack action, they combine two of the attacks they can make into one attack, adding the damage die and half of the modifier to damage from attacks beyond the first. Pirate Robot may add one more attack they can make per additional Energy Point spent.

REACTIONS

Deflect Missile. When the Pirate Robot is hit by a ranged attack, they reduce its damage by 12 (1d10 + 7). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Energy Points)/(Half Technique slot). When an attack roll is made against Pirate Robot, they make an unarmed strike against the attacker.

The Pirate Robot (海賊ロボ/Kaizoku Robo) is a powerful combat robot created by pirates to protect the lair where they keep their treasure. Such Robots are also constantly used to pillage and/or terrorise civilians, and are commonly found in numbers of 2 or more. Pirate Robots are a constant danger due to their high Strength and Endurance.



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