Frost Demon's Techniques (Dragon Ball Supplement)
Frost Demon's Techniques[edit]
The following is a list of every technique the Frost Demons can use. Attack bonuses, DC and the maximum amount of techniques he can have at a given time should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Frost Demon that gains such a technique, with lower listed versions being able to use any that higher listed versions can.
Frost Demon Commoner[edit]
Muscular Form (3 Ki Points). As an action, the Frost Demon's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2, their DCs, attack and damage bonuses increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 10 feet, additionally their size becomes medium.
Assault Form (1 Ki Point)/(Counts as 2 Techniques for the Commoner, and half a technique for all other variations). As an action while Muscular Form is active the Frost Demon gains the following in addition to its benefits: The Frost Demon's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2, their DCs, attack and damage bonuses increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 10 feet, additionally their size becomes large and they must spend 1 ki point at the end of each of their turns to keep this effect active.
True Form (1 Ki Point)/(Counts as 3 Techniques for the Commoner, and half a technique for all other variations). As an action while Muscular Form is active the Frost Demon gains the following in addition to its benefits: The Frost Demon's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2, their DCs, attack and damage bonuses increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 10 feet, additionally their size becomes small and they must spend 1 ki point at the end of each of their turns to keep this effect active.
Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after the Frost Demon takes the Attack action on their turn, they make two unarmed strikes.
Ki Enhanced Movement (1 Ki Point)/(Half Technique slot). As a bonus action the Frost Demon takes the disengage or dash action and their jump distance is doubled until the end of their turn.
Stand Ground (1+ Ki Point)/(Half Technique slot). The Frost Demon takes half as much damage from all sources, but can not willingly move until the beginning of their next turn. They may use this as a bonus action for 1 additional ki point.
Sledgehammer (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of the Frost Demon's next turn. They may only make one sledgehammer attack per turn.
Ki Jump (1 Ki Point)/(Half Technique slot). As a bonus action, the Frost Demon jumps up to 30 feet and makes one unarmed strike.
Ki Cushion (1+ Ki Points)/(Half Technique slot). As a reaction, the Frost Demon can spend 1 or more ki points when they fall to reduce any falling damage they take by an amount equal to five times the ki spent.
Ki Blast (1 Ki Point)/(Half Technique slot). As a bonus action, the Frost Demon's unarmed strikes have their reach increased by his movement speed. until the end of their turn. They may spend 1 additional ki point to use this as a free action.
Ki Wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a Dexterity saving throw, taking the ki blast's damage on a failure.
Flight (1 Ki Point)/(Half Technique slot). As a bonus action, The Frost Demon gains a flying speed equal to their movement speed for 1 minute.
Frost Demon Mutant[edit]
Massive Ki Blast (10 Ki Point). You fire a 30-ft. radius ki blast up to 60 ft. from you. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 12d10 force damage. On a success, they take half as much damage. This damage decreases by 1d10 for every 5 feet away from the center of the radius they are.
Destructive Orb (1+ Ki Point)/(Charge 0.5+ turns). The Frost Demon choose a point within 60ft of it, all creatures in a 5-foot radius around that must make a Dexterity saving throw, on a fail they take 1d8 force damage, on a success they take half of that damage. For each additional Ki point spent, increase the damage by 1d8 and the range by 10 feet. Additionally, for every 2 additional Ki points spent, the radius of the explosion increases by 5 feet. Each extra Ki point spent also increases the charging time by 0.5 rounds.
Brutal Strike (2 Ki Points). When the Frost Demon make an unarmed strike, if it roll the target’s AC + 10 or higher, it counts as a critical hit. Frost Demon can only use Arm Break once per turn.
Sadistic Nature (10 Ki Points)/(Must have Brutal Strike).Once per turn, as part of a Unarmed Strike, the Frost Demon can choose to instead of doubling the damage from the critical hit, target one of the target's Body Part, but limited to Arms, Legs and Tails (if the target possesses one). Dealing half as much damage.