Goku, Blue Kaioken (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 (Saiyan), chaotic good


Armor Class 34 (Natural Armor)
Hit Points 551 (58d8 + 290)
Speed 105 ft.


STR DEX CON INT WIS CHA
52 (+21) 16 (+3) 20 (+5) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +37, Con +21
Skills Acrobatics +19, Athletics +37, Insight +16, Persuasion +21, Survival +16
Damage Immunities Poison
Condition Immunities charmed, frightened, poisoned, unconcious except by falling to 0 hit points, confused, or taunted.
Senses passive Perception 10
Languages Common
Challenge 58 ( XP)


Ki. Goku has 63 ki points which he can expend. All ki points are regained at the end of a long rest.

Brawn/Evasion/Discernment. When Goku is targeted by an area effect that lets him make a Strength, 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. Goku counts as four sizes larger when determining his carrying capacity and the weight he can push, drag, or lift.

Weather Resistant. Temperatures must be eight times as high or low for Goku to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes eight times as long for him to suffer exhaustion from said temperatures.

Warrior's Pride. As a free action, Goku retries one saving throw that is causing him to be charmed or frightened.

Further Beyond. When Goku is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Lasting Form. Goku can can hold his breath for eight times as long, suffocate for eight times as long without dropping to 0 hit points, can go four times as long without food and water, and exhaustion from food and water deprivation takes four times as long to occur.

Honed Body and Mind. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is multiplied by 8, as is Goku's maximum age.

Unarmored Movement. Goku can move along vertical surfaces and across liquids on his turn without falling during the move.

Enhanced Charging. Goku has techniques labeled 'Charging' when Goku charges or begins charging any of those techniques he may add 4d8 to the damage each round it's charged, additionally, if he charges or begins charging any technique beside Spirit Bomb he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to four times per turn.

ACTIONS

Multiattack. Goku makes six attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +34 to hit, reach 5 ft., one target. Hit: 39 (4d8 + 21) force damage.

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

Ki Charge As a full turn action Goku regains 18 (4d8) Ki points.

See Goku's known Techniques

  • DC - 42
  • Attack bonus - +34
  • Technique slots - 13

REACTIONS

Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 62 (1d10 + 61). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Limit Break (2/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.

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[Source].

Bulldozing Botamo and only losing to Frost by way of cheating with a secret poison needle, Goku's final match in Beerus and Champa's Tournament of Destroyers, Goku's final match was against the Universe 6 assassin Hit. Having already analyzed the alien's Time Skip technique, Hit revealed his full power, forcing Goku to reach deeper, utilizing Super Saiyan Blue's calm mind to enhance his control of Kaioken. Between Goku Black and even the Universe 6 saiyan fusion Kefla, this form alone allowed Goku to fight any foe in his way up until his first match with the slumbering power of Jiren. But even with a full-powered spirit bomb in Blue Kaioken pushed to its limits, the mortal beyond the Gods of Destruction deflected it with ease, redirecting it at its creator. With no choice other than to break his limits or let his universe die, he awakened and quickly master a power deeper than even Beerus could achieve, Ultra Instinct.



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