Zarbon (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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), lawful evil


Armor Class 17 (Battle Armor)
Hit Points 172 (23d8 + 69)
Speed 65 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Str +12, Wis +8
Skills Acrobatics +9, Athletics +12, History +8, Insight +8, Intimidation +10, Perception +8, Persuasion +10
Senses passive Perception 18
Languages Common
Challenge 23 (50,000 XP)


Ki. Zarbon has 26 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Comely. Zarbon has advantage on Persuasion checks and on Performance checks. He may benefit from each of them once, regaining use at the end of a long rest, he cannot benefit from this if Monster Form is active.

Brawn. When Zarbon 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. Zarbon can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Zarbon makes four attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) force damage (bludgeoning if out of ki).

Ki Charge As a full turn action Zarbon regains 1d12 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Zarbon's unarmed strikes have their reach increased by +65 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 20 Constitution saving throw or be stunned until the end of Zarbon's next turn. Zarbon may only make one sledgehammer attack per turn.

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

Bloody Dance (1 Ki Point). As a free action, any creatures Zarbon hit with an unarmed attack until the beginning of his next turn can not take opportunity attacks until the end of his next turn.

Massive Blow (1+ Ki Points). As a Free Action when Zarbon hits a creature with an unarmed strike, they must make a DC 20 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 20 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.

Monster Form (1 Ki Point). As a full turn action, Zarbon's size becomes Large, his Dexterity becomes 10(+0), his Strength becomes 24(+7), and his Constitution becomes 20(+5), His DCs become 22, his bonus to hit for his unarmed strikes becomes +14, and bonus to damage for those attacks becomes +7, his maximum hit points increase by 46, and his maximum ki points by 2, he must spend 1 ki point at the end of each of his turns to maintain this effect.

Arm Break (2 Ki points). Once per turn when Zarbon 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 Zarbon 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.

Elegant Blaster (3+ Ki Points). After charging for 1 round, Zarbon teleports behind a creature within his movement speed and fires a 30 ft. long, 15 ft. wide line ki wave, all creatures in this line must make a DC 20 Constitution saving throw. On a failure, they take 33 (6d6 + 12) force damage, on a success they take half as much. Zarbon can add an additional 20 (2d6+ 13) force damage, for 1 additional ki point by charging for 0.5 a round

Critical Upper (1 Ki Point). As part of making an unarmed strike, you target all creatures within 5 ft. of the initial target as well.

REACTIONS

Deflect Missile. When Zarbon is hit by a ranged attack, reducing its damage by 30 (1d10 + 25). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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

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