Vegeta, Blue Evolved (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 (Saiyan), neutral good


Armor Class 30 (Battle Armor)
Hit Points 712 (57d8 + 456)
Speed 105 ft.


STR DEX CON INT WIS CHA
38 (+14) 22 (+6) 27 (+8) 12 (+1) 10 (+0) 12 (+1)

Saving Throws Str +30, Dex +22
Skills Athletics +30, History +17, Insight +16, Intimidation +17, Perception +16
Senses passive Perception 26
Languages Common
Challenge 57 ( XP)


Ki. Vegeta has 65 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Further Beyond. When Vegeta is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Powerful Build. Vegeta counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. And requires twice as much food as a normal Medium-sized creature would.

Ki-Imbued Body. Vegeta counts as four (effectively five) sizes larger when determining his carrying capacity and the weight he can push, drag, or lift, Vegeta is immune to poisons and diseases, becoming poisoned, and poison damage.

Lasting Form. Vegeta can hold his breath for sixteen times as long, suffocate for sixteen times as long without dropping to 0 hit points, he can go sixteen times as long without food and water, and exhaustion from food and water deprivation takes sixteen times as long to occur.

Weather Resistant. Temperatures must be sixteen times as high or low for Vegeta to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes sixteen times as long for Vegeta to suffer exhaustion from said temperatures.

Honed Body and Mind. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is sixteen times as much, as is Vegeta's maximum age.

Brawn/Evasion/Endurance. When Vegeta is targeted by an area effect that lets him make a Strength, Dexterity or Constitution 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.

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

Unshakable. Vegeta is immune to being charmed, frightened, unconcious except by falling to 0 hit points, confused, or taunted.

ACTIONS

Multiattack. Vegeta makes six attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: 32 (4d8 + 14) force damage (bludgeoning if out of ki).

Ki Charge As a full turn action Vegeta regains 4d8 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Vegeta's unarmed strikes have their reach increased by +105 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 38 Constitution saving throw or be stunned until the end of Vegeta's next turn. Vegeta may only make one sledgehammer attack per turn.

Stand Ground (1+ Ki Point). Vegeta takes half as much damage from all sources, but can not willingly move until the beginning of her next turn. Vegeta may use this as a bonus action for 1 additional ki point.

Perfect Dodge (1 Ki Point). As a bonus action Vegeta takes the dodge action.

Ki Dash (2 Ki Points). As a Lengthy Action, Vegeta moves forwards 420 feet, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against him having disadvantage until the end of his turn.

Ki Surge (10 Ki Points). Vegeta makes one action as a Free Action.

Massive Blow (1+ Ki Points). As a Free Action when Vegeta hits a creature with an unarmed strike, they must make a DC 38 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 38 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 hitpoints.

Arm Break (2 Ki points). Once per turn when Vegeta makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Laigiri (1 Ki Point). Once per turn when Vegeta hits a creature with an attack that can't be charged he deals twice the damage die of the attack. If the target hasn't taken a turn since rolling for initiative, this does not cost ki.

Ki Sense (0+ Ki Points). As a Free Action Vegeta senses the location every creature within his movement speed. Until the end of his turn, creatures that were within the area can not be invisible to you. He learn how many ki points and hit points the creature has, as well as its AC. He may spend ki increasing its range by his movement speed each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points). As a Free Action bonus action, or reaction on his turn, Vegeta may select up to 1/10th of his maximum hit points, ki points, and/or AC. These he selects are put in a pool and cannot be accessed by him. He may remove from the pool up to to 1/10th of his maximum hit points, ki points, and/or AC from the as a free action, bonus action, or reaction on his turn. He may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent.

Final Flash (1+ Ki Points). After charging for 1 round, all creatures in a 120 ft. long, 60 ft. wide line must make a DC 38 Constitution saving throw. On a failure, they take 1d20 force damage for every ki point spent. On a success, they take half the damage. This circumvents features that reduce all/half effects to half/none.

Galick Gun (5+ Ki Points). After charging for 1.5 rounds, all creatures in a 60 ft. long, 20 ft. wide line must make a DC 38 Constitution saving throw. On a failure, they take 63 (6d10 + 30) force damage. Vegeta can add an additional 35 (1d10 + 30) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round.

Final Explosion (1+ Ki Points). After charging for 1 round, all creatures in a 240+20 per additional point of ki foot radius. must make a DC 38 Constitution saving throw. On a failure,they take 2d20 force damage for every ki point spent, and Vegeta takes an equal amount of damage, on a success they take half as much damage. Creatures can not have immunity, resistance, or vulnerability to this damage. If this reduces Vegeta to 0 hit points, he dies instantly.

Super Saiyan Grade 5 (3 Ki Point). As an action, Vegeta's Strength becomes 44 (+17), his Dexterity becomes 28 (+9), and his Constitution becomes 31 (+10), his AC becomes 36, his DCs become 41, his bonus to hit for his Unarmed Strikes becomes +33, and bonus to damage for those attacks becomes +17, his maximum hit points increase by 114, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet.

Super Saiyan 2 (2 Ki Points). As an action, or as a bonus action while Super Saiyan is active Vegeta's Strength becomes 46 (+18), his Dexterity becomes 30 (+10), and his Constitution becomes 35 (+12), his AC becomes 38, his DCs become 43, his bonus to hit for his Unarmed Strikes becomes +34, and bonus to damage for those attacks becomes +18, his maximum hit points increase by 114, and his maximum ki points by 2, his aura radiates bright light for 20 feet and dim light for another 20 feet. Vegeta can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan God (10 Ki Points). As an action Vegeta's Strength becomes 62 (+26), his Dexterity becomes 46 (+18), and his Constitution becomes 51 (+20), his AC becomes 54, his DCs become 49, his bonus to hit for his Unarmed Strikes becomes +41, and bonus to damage for those attacks becomes +26, his maximum hit points increase by 684, and his maximum ki points by 12, he is immune to Ki Sense by creatures without a Godly Transformation. And he regains hit points equal to half his Constitution modifier (10) at the end of each of his turns. and he must spend 8 Ki Points at the end of each of his turns to maintain this effect.


Super Saiyan Blue Evolved (3 Ki Point). As an action while Vegeta is in Super Saiyan God, Vegeta's Strength becomes 86 (+38), his Dexterity becomes 72 (+31), and his Constitution becomes 74 (+32), his Wisdom becomes 28 (+9) and his AC becomes 79, his DCs become 62, his bonus to hit for his Unarmed Strikes becomes +54, and bonus to damage for those attacks becomes +38, his maximum hit points increase by 1254, and his maximum ki points by 20, he is immune to Ki Sense by creatures without a Godly Transformation, and his aura radiates bright light for 10 feet and dim light for another 10 feet. And he regains hit points equal to half his Constitution modifier (16) at the end of each of his turns, and his damage threshold increases by his Wisdom modifier (9). He must spend 18 Ki Points at the end of each of his turns to maintain this effect.


Warrior's Pride. As a free action, Vegeta retries one saving throw that is causing him to be charmed or frightened.

REACTIONS

Deflect Missile. When Vegeta is hit by a ranged attack, reducing its damage by 93 (1d10 + 88). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Ki Points) When an attack roll is made against Vegeta, he makes an unarmed attack against the attacker.

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



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