Roshi, 22nd Tenkaichi (Dragon Ball Supplement)
From D&D Wiki
Medium humanoid (Human), chaotic good Armor Class 15 (Natural Armor)
Saving Throws Str +7, Con +7 Ki. Roshi has 12 ki points which he can expend. All ki points are regained at the end of a long rest. False Immortallity. Roshi can not die from old age, poison, or disease, but he is still effected by them. Brawn. When Roshi is targeted by an area effect that lets him make a Strength 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. ACTIONSMultiattack. Roshi makes two attacks with its unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) force damage. Flurry of Blows (1 Ki Point). As a bonus action immediately after Roshi takes the Attack action on his turn, he makes two unarmed strikes. Perfect Dodge (1 Ki Point). As a bonus action Roshi takes the dodge action. Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 15 Constitution saving throw. If they fail they take 43 (7d10+14) radiant damage, but if they succeed they take half damage. You can increase this damage by 18 (2d10 + 7) for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round. Stand Ground (1+ Ki Point). Roshi takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Roshi may use this as a bonus action for 1 additional ki point. Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 15 Constitution saving throw or be stunned until the end of Roshi's next turn. Roshi may only make one sledgehammer attack per turn. Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Roshi moves half his movement speed and forces any creatures that can see him to attempt a DC 15 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them. Ki Jump (1 Ki Point). As a bonus action, Roshi jumps up to 30 feet and makes one unarmed strike. Thunder Shock Surprise (3 Ki Points). When Roshi deals force damage, he may instead deal lightning damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), the target becomes unconscious until the end of their next turn. If it is a saving throw, on a failure they become unconscious for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success. Powerhouse (1 Ki Point). As a full turn action, Roshi's size becomes Large, his Dexterity becomes 10(+0), his Strength becomes 20(+5), and his Constitution becomes 20(+5), His DCs become 17, his bonus to hit for his unarmed strikes becomes +9, and bonus to damage for those attacks becomes +5, his maximum hit points increase by 18, and his maximum ki points by 2, he must spend 1 ki point at the end of each of your turns to maintain this effect. REACTIONSDeflect Missile. When Roshi is hit by a ranged attack, reducing its damage by 16 (1d10 + 11). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. |
Once the young Turtle training under the Mutaito Training Academy, Master Roshi was once known as Earth's "God of Martial Arts", having been the first human to ever climb Korin Tower and being hundreds of years old thanks to his phoenix immortality. Training other legends like Ox King and Grandpa Gohan, his skill is only matched by his perversion. After Son Goku rescued his turtle friend, who at the time was the only other thing living on his small island, he allowed Goku to become his most recent pupil, picking up Krillin on the way after he brought Launch to his island. After eight months of training not only their bodies, but their young minds, he ordered the two to join the 21st World Martial Arts Tournament, joining himself under the name "Jackie Chun" in order to assure that even if they were to win the semi-finals, they would learn the message that there's always someone stronger. Easily besting Yamcha, Krillin, and Nam, he was almost defeated by Goku when the night turned and he became the horrible Oozaru. Standing no chance against the monster itself, he aimed a full power Kamehameha to the moon itself. With both warriors completely exhausted, he challenged the boy to end it in one kick, using his longer legs to his advantage. Following some shenanigans against the Red Ribbon Army and his sister Baba, he entered the tournament once more, this time in order to help change his rival Shen's students, Tien and Chiaotzu. At first evenly matched with Tien, he ultimately forfeited the match, believing Tien to not only be a better match for Goku and Krillin, but that they could teach him the lesson he needed. Having finally raised three fighters capable of surpassing him, he officially stepped down as a fighter, especially after a failed battle against King Piccolo, only stepping back into martial arts when the entire universe needed him. |
Back to Main Page → 5e Homebrew → Creatures
Back to Main Page → 5e Homebrew → Campaign Settings → Dragon Ball → NPCs → CR 1-14 NPCs (Dragon Ball Supplement)