Majin Buu (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.

Majin Buu[edit]

Medium humanoid (Majin), chaotic neutral


Armor Class 21 (natural armor)
Hit Points 486 (36d8 + 324)
Speed 80 ft.


STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 28 (+9) 6 (-2) 10 (+0) 14 (+2)

Saving Throws Str +19, Con +19
Skills Acrobatics +12, Arcana +8, Athletics +19
Damage Resistances Poison
Senses passive Perception 10
Languages Common
Challenge 36 ( XP)


Ki. Buu has 42 ki points he can expend. All ki points are regained at the end of a long rest.

Bubblegum Body. Buu is immune to any kind of diseases, and has advantage on saving throws against poison.

Childlike Wonder. Buu has advantage on saving throws against being frightened, as he does not fully comprehend fear.

Brawn/Endurance. When Buu is targeted by an area effect that lets him make a Strength, or Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

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

Ki-Imbued Body. Buu counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

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

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

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

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

ACTIONS

Multiattack. Buu makes five unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) Force damage.

Ki Charge As a full turn action Buu regains 13 (2d12) Ki points.

Ki Sense (0+ Ki Points). As a free action, all creatures within 80 ft. are detected. Until the end of Buu'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. Buu may spend 1 additional ki, increasing its range by 80 ft. each time. This can not sense creatures using a Godly Transformation.

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

Ki Blast (1 Ki Point). As a bonus action, Buu's unarmed strikes have their reach increased by +80 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Flurry of Blows (1 Ki Point). As a bonus action immediately after Goku takes the Attack action on his turn, he makes two unarmed strikes.

Transfiguration Beam (Twice as Many Ki Points).' When Buu uses a technique that deals force damage, he instead turn the target into a Tiny object for 1 minute. They retain their statistics, lose any damage immunities, resistances, and vulnerabilities, and can not take actions, bonus actions, or reactions, but can make free actions. If they have a flying speed, they may make 1 unarmed strike on each of their turns. They may retry the DC 26 wisdom saving throw at the end of each of their turns, ending this effect early on a success.

Liquefaction (2 Ki Points). As a bonus action, Buu's entire body becomes a malleable, almost liquid substance. He gains the following:

  • Buu's Dexterity score increases to 16.
  • All damage buu takes is reduced by his Dexterity modifier.
  • Buu's body becomes malleable, allowing him to squeeze into gaps as small as 2 inches.
  • Buu must spend 3 ki points at the end of each of his turns to maintain this form.

Healing Ray (2 Ki Points). As an action, Buu makes one unarmed strike. This attack deals no damage and the target regains hit points equal to the damage they would have taken.

Telekinetic Paralysis (4 Ki Points). As an action, Buu focus his telekinetic abilities into one creature within 45 ft., forcing them to succeed a DC 26 Strength saving throw or become paralyzed until the end of their next turn.

Telekinesis Ultimate Strike (3 Ki Points). When Buu deals force damage, he may instead deal bludgeoning, slashing, or piercing damage. On a hit they become stunned until the end of their next turn. If it is a saving throw, on a failure they become stunned 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.

Absorption (12 Ki Points). As an action, one creature Buu can touch must attempt a DC 26 Dexterity saving throw. On a failure, they are restrained. At the beginning of Buu's next turn, they must attempt a Strength saving throw, ignoring the effects of being restrained. On a failure, they are still restrained. At the beginning of Buu's next turn, they must attempt a Constitution saving throw. On a failure, they are completely absorbed by Buu. Buu and the other creature become a single creature with an appearance resembling both creatures. Buu gains a +2 bonus to the same ability score that the targets' two highest are, as well as access to each of their features. Buu may have only 3 creatures absorbed at a time. Creatures absorbed by Buu are sealed inside his body as if with the Minimus Containment version of the imprisonment spell. If Buu is dealt more than half of his maximum hit points in 1 turn, they are immediately freed.

REACTIONS

Deflect Missile. When Buu is hit by a ranged attack, he can use it's reaction to reduce its damage by 42 (1d10 + 38). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

'Deflect Energy. When Buu is hit by an attack that causes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, he can use his reaction to deflect it. When he does so, the damage he takes is reduced by 14 (1d10 + 9).

Limit Break (1/day). When Buu drops to 0 hit points, he takes a turn immediately before falling unconscious.

Regenerate (5 Ki Points).' As a reaction when Buu is reduced to 0 hit points, he may make an unarmed strike against himself. This attack deals no damage and the target regains hit points equal to the damage they would have taken.

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Innocent Buu awakened, [1]
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