Dende, Xeno (Dragon Ball Supplement)
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Medium humanoid (Namekian), lawful evil
Saving Throws Dex +11, Wis +13
Ki. Dende has 33 ki points which he can expend. All ki points are regained at the end of a long rest.
Evasion/Discernment. When Dende is targeted by an area effect that lets him make a Dexterity, Wisdom, or Intelligence 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.
Ki-Imbued Body. Dende counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Unarmored Movement. Dende can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Dende makes four attacks with his unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage.
Spare the Dying. One creature with 0 hit points Dende can touch becomes stable.
Flight (1 Ki Point). As a bonus action, Dende gains a flying speed equal to his movement speed.
Ki Blast (1 Ki Point). As a bonus action, Dende's unarmed strikes have their reach increased by +70 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.
Ki Sense (0+ Ki Points). As a free action, all creatures within 70 ft. are detected. Until the end of Dende'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. Dende may spend 1 additional ki, increasing its range by 70 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 Dende'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. Dende 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). Dende takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Dende 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 21 Constitution saving throw or be stunned until the end of Dende's next turn. Dende may only make one sledgehammer attack per turn.
Gigantification (1 Ki Point, Base Transformation). As a full turn action, Dende's size increases by 2 categories and Dende must spend 1 ki point at the end of each of his turns.
Flurry of Blows (1 Ki Point). As a bonus action immediately after Dende takes the Attack action on his turn, he makes two unarmed strikes.
Explosive Demon Wave (10 Ki Points). Dende fire a 15 ft. radius ki blast up to 180 ft. from you. Every creature within range must attempt a DC 21 Strength saving throw. On a failure, they take 66 (12d10) force damage. On a success, they take half as much damage. This damage decreases by 11 (2d10) for every 5 feet away from the initial target they are.
Black Water Mist (3 Ki Points). When Dende deals force damage, he instead deals necrotic damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become berserk until the end of their next turn. If it is a saving throw, on a failure they become berserk for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Red Eyed Form. As an action, Dende's Strength, Dexterity, and Constitution scores become 20 (+5), his AC becomes 20, his bonus to hit for his Unarmed Strikes becomes +13, and bonus to damage for those attacks becomes +5, his maximum hit points increase by 56, and his maximum ki points by 2. Additionally, his bonus to Dexterity saving throws and Athletics checks becomes +13. Dende must spend 1 ki point at the end of each of his turns to maintain this effect.
Miracle Ka-Blam Slash (3 Ki Points). As a bonus action, one creature Dende has hit with a melee attack since his previous turn must attempt a DC 21 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, Dende must end all reliant features first.
Ki Charge As a full turn action Dende regains 9 (2d8) Ki points.
Deflect Missile. When Dende is hit by a ranged attack, reducing its damage by 31 (1d10 + 30). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
Limit Break (1/Day). When Dende drops to 0 hit points, he takes a turn immediately before falling unconcious
Plucked from a far-off timeline some time after reawakening Earth's Dragon Balls by Towa, Xeno Dende has had his powers amped and his mind controlled by a combination of advanced technology and dark magic.