Cymbal (Dragon Ball Supplement)
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Medium humanoid (Namekian), neutral evil
Saving Throws Str +6, Con +8
Ki. Cymbal has 13 ki points which he can expend. All ki points are regained at the end of a long rest.
Endurance. When Cymbal is targeted by an area effect that lets him make a 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. Cymbal can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Cymbal makes two attacks with its unarmed strikes or ki blasts.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage.
Flight (1 Ki Point). As a bonus action, Cymbal gains a flying speed equal to his movement speed.
Ki Blast (1 Ki Point). As a bonus action, Cymbal's unarmed strikes have his reach increased by +50 ft and are a +8 to hit. until the end of his turn. He may spend 1 additional ki point to use this as a free action.
Thunder Shock Surprise (3 Ki Points). When Cymbal deals force damage, he instead deals lightning damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), he become unconscious until the end of his next turn. If it is a saving throw, on a failure he become unconscious for 1 minute, and he may retry this saving throw at the end of each of his turns, ending this effect early on a success.
Ki Sense (0+ Ki Points). As a free action, all creatures within 50 ft. are detected. Until the end of Cymbal's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Cymbal may spend 1 additional ki, increasing its range by 50 ft. 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 Cymbal'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 he 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. Cymbal 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.
Stand Ground (1+ Ki Point). Cymbal takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Cymbal may use this as a bonus action for 1 additional ki point.
Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 15 Constitution saving throw or be stunned until the end of Cymbal's next turn. Cymbal may only make one sledgehammer attack per turn.
Deflect Missile. When Cymbal is hit by a ranged attack, reducing its damage by 15 (1d10 + 10). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
The second oldest, technically third including reincarnations, of King Piccolo, Cymbal was created with the sole purpose of finding dragon balls. However, against Yajirobe, his attacks were worthless, being killed in a single sword slash, and being roasted as a nice meal afterward.