Saibaking (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), chaotic evil


Armor Class 16 (Natural Armor)
Hit Points 149 (23d8 + 46)
Speed 90 ft., Burrow 45 ft.


STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 14 (+2) 9 (-1) 16 (+3) 10 (+0)

Saving Throws Dex +12, Con +9
Skills Acrobatics +12, Athletics +9, Intimidation +7, Survival +10
Damage Resistances Poison
Senses passive Perception 13
Languages Common
Challenge 23 (50,000 XP)


Ki. The Saibaking has 25 ki points which it can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Saibaking has a damage threshold of 4.

Evasion. When Saibaking is targeted by an area effect that lets it make a Dexterity saving throw to take only half damage, such as fireball, it instead takes no damage if he succeeds on the saving throw, and only half damage if it fails the save.

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

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

Enhanced Charging. Saibaking has techniques labeled 'Charging'. When Saibaking 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. Saibaking makes four attacks with his unarmed strikes or ki blasts.

Ki Charge As a full turn action The Saibaking regains 6 (1d12) Ki points.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) Force damage or Bludgeoning damage if Saibakin does not have atleast 1 Ki Point.

Techniques

See Saibaking Techniques

  • DC - 20
  • Attack bonus - +12
  • Technique slots - 7
Unique Techniques

The following techniques are a special case, Saibaking can equip these as he normally would, even though they are not on the list of Universal Techniques

Saibabeam (3 Ki Points). When the Saibaking deals force damage, it may instead deal acid damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become pained. If it is a saving throw, on a failure they become pained 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.

Self Destruct (Saibaking is reduced to 0 hit points)

As an action or reaction on Saibaking turn, Saibaking may overload it's ki and explode. Every creature within 60 feet must make a Dexterity saving throw. On a failure, they take 10d20 force damage, or half on a success. This circumvents features that reduce all/half effects to half/none. If you are grappling a creature, they automatically fail.

Scattering Bullet (5+ Ki Points/Charge: 1+ round)

Saibaking prepare a ki barrage that acts as a beam, but requires precise movement to dodge. All creatures in a 60 ft. long, 10 ft. wide line with a 10 ft. radius sphere centered on its end must make a Intelligence saving throw. If they fail, they take 6d8 force damage. On a success, they take half as much damage.

Saibaking can increase this damage by 2d8 for every additional ki point spent, increase its length by 15 ft., and increase its width or the sphere's radius by 5 ft. Each additional ki increases its charge time by 0.5 rounds.

Mouth Energy Wave (5 ki points)

When Saibaking uses a Technique that deals damage and does not require charging, including Ki Blast, or when Saibaking begins charging a Technique that does require charging, he instead gathers its ki in his mouth. If it did not require charging, he gains advantage, or creatures that make their saving throw gain disadvantage. If it did require charging, Saibaking may take 1 action on each of his turns without needing to make a concentration check.

Regeneration (2 ki points)

As an action, Saibaking makes an Unarmed Strike against itself. Dealing no damage and regaining hit points equal to the damage it would have taken.

REACTIONS

Deflect Missile. When the Saibaking is hit by a ranged attack, reducing its damage by 33 (1d10 + 28). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Little is known about Saibakings, but what is known is that when a large number of Saibamans fuse into a single creature, they become a Saibaking. Contrary to expectations, Saibakings are able to communicate like a creature of sentience, constantly using words, ideas, concepts and the like related to plants in its sentences. What's more, they are easily differentiated from Saibamans and other variants, both by their massive power and by their appearance, which is the height of a normal medium-sized creature, complete with a pair of yellowish horns, and the darker green tone of the other Saibamen covering most of his body, aside from the natural armor on his crotch is also red. Unlike other Saibamens, Saibaking has human-like hands with five fingers and his feet are black with three white claws.

Also, some Saibakings have been spotted wearing clothes.

picture
[[1]].



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