Yajirobe (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 (Human), neutral


Armor Class 15 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 55 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +6, Athletics +9, Investigation +5, Perception +7
Senses passive Perception 17
Languages Common
Challenge 14 (11,500 XP)


Ki. Yajirobe has 17 ki points which he can expend. All ki points are regained at the end of a long rest.

Brawn. When Yajirobe is targeted by an area effect that lets him make a Strength 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. Yajirobe can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Yajirobe makes three attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage.

Katana. 'Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) or 9 (1d10+4) two handed slashing damage.

Ki Charge As a full turn action Yajirobe regains 4 (1d8) Ki points.

Ki Cloak (1 ki point). As a bonus action, any melee weapons Yajirobe wields can benefit from any effect his unarmed strikes would, but they aren't counted as his unarmed strikes, their attack and damage rolls gain a +2 bonus, and their damage counts as magical. Yajirobe must spend 1 ki point at the beginning of each of his turns to keep this active.

Laigiri (1 Ki Point). Once per turn when Yajirobe 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.

Flurry of Blows (1 Ki Point). As a bonus action immediately after Yajirobe takes the Attack action on his turn, he makes two unarmed strikes.

Ki Sense (0+ Ki Points). As a Free Action Gohan 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 Gohan's turn, he may select up to 1/10th of his maximum hit points, ki points, and/or AC. These are put in a "pool" where they can not be accessed by him. He may remove up to up to 1/10th of his maximum hit points, ki points, and/or AC from the pool as a free action, bonus action, or reaction on his turn. Gohan 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.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 17 Constitution saving throw or be stunned until the end of Gohan's next turn. Yajirobe may only make one sledgehammer attack per turn.

Miracle Ka-Blam Slash (3 Ki Point). As a bonus action, Yajirobe may force one creature he has hit with a weapon attack since his previous turn to attempt a DC 17 Constitution saving throw. On a failure, one effect that they cast on themself that only effects themself, including Transformations, instantly ends. If the feature could only be used a limited amount of times, they regain 1 use. If one such effect has other features that rely on it, such as Saiyan Transformation, you must end all reliant features first.

Hit and Run! (1 Ki Point). As a free action, any creatures Yajirobe hit with an unarmed attack until the beginning of his next turn can not take opportunity attacks until the end of his next turn.

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

REACTIONS

Deflect Missile. When Yajirobe is hit by a ranged attack, reducing its damage by 30 (1d10 + 15). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Yajirobe_DBZ_Episode_46.png
[Source].

Much like Goku, Yajirobe is a powerful warrior living alone deep within the wild with a bottomless stomach. While initially enemies with the boy following Goku's loss against Tambourine due to him taking Yajirobe's food to recover, they soon set their sights on Cymbal, easily defeating him and cooking the mutant namekian as compensation. From then on, Yajirobe became an ally, joining the ranks of the Z Fighters and joining in whenever a threat arose. However, his natural power level meant he had never trained in his life, leading to any further attempts in his life to fail quickly. After cutting off Vegeta's tail, he officially decided the threats around him were out of his league, retiring as a fighter to tend to the senzu crop atop Korin Tower.



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