Pirate Robot Swarm (Dragon Ball Supplement)
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Huge construct (Robot), unaligned Armor Class 14 (Natural Armor)
Saving Throws Str +7, Con +6 Ki. The Saiyan has 8 ki points which they can expend. All ki points are regained at the end of a long rest. Damage Threshold. The Saiyan Swarm has a damage threshold of 6. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm can't regain hit points or gain temporary hit points and can only attack creature that are inside of it. The Swarm loses 2 in Dexterity score and gain 2 in Strength score, furthermore the hit die increase to 2 tiers (1d8 -> 1d12) with it's Hit Die are doubled and it's size become Huge. (Everything is already counted in the values on this sheet) The Swarm loses the MultiAttack feature if in the original creature sheet, if there is one, but they gain 1 + one for extra die of damage for it's attacks that are not Spells or Techniques. if the Swarm is below half of it's maximum Hit Points, the number of damage die dealt by it's melee attacks, decreases by 1. Also, any area of effect Spell, Feature, Technique and so on, that the Swarm must make, it's done in disadvantage if it is a Dexterity, Strength or Constitution save and in addition to this, any area of effect damage Swarm receives, it receives half the damage as extra damage in total. (i.e. If it receives 10 damage from a Magnun Finger, Swarm receives +5 extra damage) Multiple Beings. The Swarm is immune to effects that would only focus one creature as a target, such as Absorption or Tuffle Parasite. Furthermore, the Swarm can when it hit a creature with a melee attack, spend a bonus action to grapple the target. Strength in Numbers. When the Swarm attacks a creature that is grappled by Swarm itself, they have advantage on the damage roll (Roll the damage twice and use the higher value) 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 15 (4d6 + 3) Bludgeoning damage (Or Force Damage if has atleast 1 Energy Point). Short Sword. Simple Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 21 (4d8 + 3) Slashing damage. Sub-Machine Gun. Simple Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one target. Hit: 20 (4d8 + 2) Piercing damage. Techniques Pirate Robot have the following Techniques:
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. REACTIONSDeflect Missile. When the Pirate Robot is hit by a ranged attack, they reduce its damage by 12 (1d10 + 6). 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. |
When Pirates, Bandits or People of bad intent want to cause chaos or just protect something of theirs, they tend to put up as much defence as they can, using lots and lots of robots to do so. Normally they won't break the commands given to them; once these robots have been told the commands, they will do so until they are destroyed or given another command by their ‘boss’. |
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