Piccolo, 23rd Tenkaichi (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 class 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 is not follow traditional CR.

Medium humanoid (Namekian), neutral evil


Armor Class 14 (Natural Armor)
Hit Points 144 (17d8 + 68)
Speed 55 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 19 (+4) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +10, Con +10
Skills Arcana +7, Athletics +10, Deception +6, History +7, Intimidation +6, Insight +8, Nature +7, Persuasion +6, Stealth +6
Senses passive Perception 12
Languages Common, Namekian
Challenge 17 (18,000 XP)


Ki. Piccolo has 21 ki points which he can expend. All ki points are regained at the end of a long rest.

Endurance. When Piccolo 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. Piccolo can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Piccolo makes three attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.

Limb Stretch. Piccolo makes one unarmed strike with a reach of 10 ft., or a reach of 15 ft. with disadvantage.

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

Ki Blast (1 Ki Point). As a bonus action, Piccolo's unarmed strikes have their reach increased by +55 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 55 ft. are detected. Until the end of Piccolo'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. Piccolo may spend 1 additional ki, increasing its range by 55 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 Piccolo'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. Piccolo 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). Piccolo takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Piccolo 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 18 Constitution saving throw or be stunned until the end of Piccolo's next turn. Piccolo may only make one sledgehammer attack per turn.

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

Special Beam Cannon (5+ Ki Points). After charging for 3 rounds, all creatures in a 120ft x 5ft line must make a DC 18 Dexterity saving throw. If they can not move, they automatically fail. On a success, they take no damage. On a failure, they must take 33 (6d10) force damage. Piccolo can sacrifice an additional 2 ki and spend an additional turn charging to increase its damage by 27 (3d10 + 10).

Masenko (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 18 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. You can add an additional 27 (2d6 + 10) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round.

Gigantification (1 Ki Point, Base Transformation). As a full turn action, Piccolo's size increases by 2 categories and Piccolo must spend 1 ki point at the end of each of his turns.

Ki Charge As a full turn action Piccolo regains 5 (1d10) Ki points.

REACTIONS

Deflect Missile. When Piccolo is hit by a ranged attack, reducing its damage by 22 (1d10 + 17). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Piccolo_DB_Episode_134.png
[Source].

No longer a newborn, Piccolo was filled with the vengeance any evil reincarnation would feel toward their previous incarnation's killer, in his case Son Goku, whom he knew would never pass up a chance to compete in the 23rd Budokai Tenkaichi. After three years of non-stop training, he defeated Krillin easily, though was surprised at his resilience and ki flight. Next facing off against Kami, Piccolo was able to reverse his use of the Mafuba, trapping his opponent in a bottle, which he then swallowed, forcing any attempt to free Kami to require killing Piccolo, thus killing Kami and Shenron regardless. In the final match of the tournament against his true rival, Piccolo made the mistake of using his giant form, thus allowing Goku to reach far enough down Piccolo's throat to remove Kami's bottle. After a neck-and-neck fight, Goku would only just eliminate an equally exhausted Piccolo with a flying headbutt knocking him out of the ring. To his surprise, but not respect, Goku offered Piccolo a senzu, restoring both of them to their full power, and accidentally ensuring the monumental role he would play in 5 years.



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