Saibaman (Dragon Ball Supplement)

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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 93 (17d8 + 17)
Speed 75 ft., Burrow 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 9 (-1) 16 (+3) 10 (+0)

Saving Throws Dex +10, Con +7
Skills Acrobatics +10, Athletics +8, Intimidation +6, Survival +9
Damage Resistances Poison
Senses passive Perception 13
Languages Common
Challenge 17 (18,000 XP)


Ki. The Saibaman has 18 ki points which it can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Saibaman has a damage threshold of 4.

Evasion. When Saibaman 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. Saibamam can move along vertical surfaces and across liquids on its turn without falling during the move.

ACTIONS

Multiattack. Saibaman makes three attacks with its unarmed strikes.

Ki Charge As a full turn action The Saibaman regains 5 (1d10) Ki points.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.

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

Ki Blast (1 Ki Point). As a bonus action, Saibaman's unarmed strikes have their reach increased by +55 ft. until the end of its turn. He may spend 1 additional ki point to use this as a free action.

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 18 Dexterity saving throw, taking the ki blast's damage on a failure.

Self Destruct (Saibaman is reduced to 0 hit points). As an action or reaction, Saibaman overloads its ki. Every creature within 60 feet must make a DC 18 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 Chiaotzu is grappling a creature, that creature automatically fails.

Saibabeam (3 Ki Points). When the saibaman 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.

Full Power Ki Blast (1 Ki Point). As part of making a Ki Blast attack, its range is halved and it becomes a line, its width increases by 15 ft., and all creatures within range must succeed a DC 18 Strength saving throw, taking the ki blast's damage on a failure.

Ki Jump (1 Ki Point). As a bonus action, the saibaman jumps up to 30 feet and makes one unarmed strike.

Massive Blow (1+ Ki Points). As a Free Action when the Saibaman hits a creature with an unarmed strike, they must make a DC 18 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 18 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 hit points.

REACTIONS

Deflect Missile. When the Saibaman is hit by a ranged attack, reducing its damage by 26 (1d10 + 21). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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