Saibaman Swarm (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.


Huge humanoid (Alien), chaotic evil


Armor Class 16 (Natural Armor)
Hit Points 255 (34d12 + 34)
Speed 70 ft., Burrow 40 ft.


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

Saving Throws Dex +9, Con +7
Skills Acrobatics +9, Athletics +9, 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 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)

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 0 ft., one target. Hit: 30 (5d10 + 3) Force damage or Bludgeoning if the Saibaman Swarms does not have atleast 1 Ki point.

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 +70 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 17 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 17 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 Saibaman Swarm 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 17 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 17 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 17 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 + 20). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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Source.



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