Skull Robo (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 Custom background, and as such does not follow traditional CR.


Medium construct (Robot), unaligned


Armor Class 14 (Natural Armor)
Hit Points 76 (9d8 + 36)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 12 (+1) 10 (+0) 8 (-1)

Saving Throws Str +7, Con +8
Skills Athletics +7, History +5, Intimidation +3, Investigation +5, Perception +4
Senses passive Perception 14
Languages All the languages of its creator, but is unable to speak.
Challenge 9 (5,000 XP)


Energy. The Skull Robo has 13 Energy points which they can expend. All Energy points are regained at the end of a long rest.

Damage Threshold. The Skull Robo has a damage threshold of 6.

Mindless Machines. Skull Robo don't have a mind of its own, it follows instructions given to it to its maximum and will do actions that bring harm to itself, if it means granting success in its mission. They don't have personality, nor any complex intellect and are limited to just their programming.

Living Machine. Skull Robo is not a living being and doesn't produce Ki, for this reason it is impossible to be sensed by Ki Sense.

Endurance. When the Skull Robo is targeted by an area effect that lets them make a Constitution saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save. Also, this feature allows Skull Robo to use Constitution Modifier for its Techniques.

Custom Model. As the Creative Potential for a Machine in the world of Dragon Ball is massive and only limited to its creator's mind. At the GM's choice, a Skull Robo can have some changes to its Sheet. If the GM wants, they can give up to two feats of their choice to the Skull Robo, but reducing the Strength Score by -2 or Constitution Score by -2 for each feat. Furthermore, the GM can change any technique described here for Skull Robo.

ACTIONS

Multiattack. When Skull Robo takes the Attack Action, it can make two attacks, be Unarmed or Energy-Machine Gun. Also, it can make one attack as a Bonus Action, but only Unarmed Strike can be done as a Bonus Action.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) Bludgeoning damage (Or Force Damage if it has at least 1 Energy Point).

Techniques Skull Robo has the following Techniques:

  • DC - 16
  • Attack bonus - +8
  • Technique slots - 4

Flurry of Blows (1 Energy Point)/(Half Technique slot). As a bonus action immediately after Skull Robo takes the Attack action on their turn, it makes two unarmed strikes.

Stand Ground (1+ Energy Point)/(Half Technique slot). Skull Robo takes half as much damage from all sources but cannot willingly move until the beginning of its next turn. It may use this as a bonus action for 1 additional Energy Point.

Full Power Blow (1+ Energy Points)/(Half Technique slot). As a bonus action, when Skull Robo makes an attack action, it combines two of the attacks it can make into one attack, adding the damage die and half of the modifier to damage from attacks beyond the first. Skull Robo may add one more attack it can make per additional Energy Point spent.

Flight (1 Energy Point)/(Half Technique slot). As a bonus action, Skull Robo gains a flying speed equal to its movement speed for 1 minute.

Heavy Impact (1 Energy Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed on a Constitution saving throw or be stunned until the end of Skull Robo's next turn. It may only make one Heavy Impact attack per turn.

Energy-Machine Gun (1+ Energy Point)/(Half Technique slot). As a bonus action, Skull Robo's unarmed strikes have their range increased by its movement speed until the end of their turn. Skull Robo may spend 1 additional Energy point to use this as a free action.

Laser Cannon (1 Energy Point). As part of making an Energy-Machine Gun attack, its range becomes a line and all creatures within range must attempt a Dexterity saving throw, taking the Energy-Machine Gun's damage on a failure.

REACTIONS

Deflect Missile. When Skull Robo is hit by a ranged attack, it reduces its damage by 12 (1d10 + 9). If this reduces it to 0, it may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Energy Points)/(Half Technique slot). When an attack roll is made against Skull Robo, it makes an unarmed strike against the attacker.

Skull Robo is a new model of Skull Robo, tougher than previous models, showing an evolution in their combat power, along with their new intense resistance.



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