Recoome (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 Adventurer (5e Background) background, and as such does not follow traditional CR.

Medium humanoid (Alien), neutral evil


Armor Class 15 (Battle Armor)
Hit Points 256 (27d8 + 135)
Speed 65 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 14 (+2)

Saving Throws Str +12, Con +12
Skills Acrobatics +7, Athletics +12, Intimidation +9, Performance +9
Senses passive Perception 10
Languages Common
Challenge 23 (50,000 XP)


Ki. Recoome has 28 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Exceptionally Powerful. Recoome can lift, push, and throw twice as much weight and twice as far, despite your actual strength score, its modifier, or your encumbrance limits.

Touchy. Recoome's successful unarmed strikes grapple the target. This feature has the Recharge (5-6) property.

Insanely Sadistic. Recoome cannot be inflicted with non-magical madness or insanity.

Endurance. When Recoome 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.

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

ACTIONS

Multiattack. Recoome makes four attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) force or piercing damage.

Ki Charge As a full turn action Recoome regains 1d12 Ki points.

Flight (1 Ki Point). As a bonus action, Recoome gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, Recoome's unarmed strikes have their reach increased by +65 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 20 Constitution saving throw or be stunned until the end of Recoome's next turn. Recoome may only make one sledgehammer attack per turn.

Stand Ground (1+ Ki Point). Recoome takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Recoome may use this as a bonus action for 1 additional ki point.

Massive Blow (1+ Ki Points). As a Free Action when Recoome hits a creature with an unarmed strike, they must make a DC 20 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 20 Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hitpoints.

Arm Break (2 Ki points). Once per turn when Recoome makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Recoome Ultra Fighting Bomber (3 Ki Points). While charging this technique, Recoome does not have to attempt a concentration check when he takes damage. All creatures in a 60 ft. radius must attempt a DC 20 Constitution saving throw. On a failure, they take 67 (7d8+36) force damage and are moved up to the damage dealt in feet, rounded to the nearest 5. On a success, they take half as much damage and are moved half as far. If something is in the targeted creature's way, they must make a DC 20 Dexterity save, or take half the damage the targeted creature took from failing the saving throw, stopping them from moving further unless this drops them to 0 hit points.

Ki wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a DC 20 Dexterity saving throw, taking the ki blast's damage on a failure.

Mouth Energy Wave (5 Ki points). When Recoome uses a Technique that deals damage that does not require charging, he gains advantage, or creatures that make its saving throw gain disadvantage. When he begins charging a Technique that does require charging, he may make 1 action on each of his turns without needing to make a concentration check.

REACTIONS

Deflect Missile. When Recoome is hit by a ranged attack, reducing its damage by 28 (1d10 + 23). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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

Exchange Blows (2 Ki Points) When an attack roll is made against Recoome, he makes an unarmed attack against the attacker.

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