Piccolo, Kami Absorbed (Dragon Ball Supplement)
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Medium humanoid (Namekian), neutral good
Saving Throws Str +16, Con +16
Ki. Piccolo has 34 ki points which he can expend. All ki points are regained at the end of a long rest.
Brawn/Endurance. When Piccolo is targeted by an area effect that lets him make a Strength or 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.
Ki-Imbued Body. Piccolo counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Unarmored Movement. Piccolo can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Piccolo makes four attacks with his unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) force damage.
Spare the Dying. One creature with 0 hit points Piccolo can touch becomes stable.
Limb Stretch. Piccolo makes one unarmed strike with a reach of 20 ft., or a reach of 25 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 +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 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 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 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.
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 24 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 28 (3d10 + 13).
Explosive Demon Wave (10 Ki Points). Piccolo fire a 15 ft. radius ki blast up to 180 ft. from you. Every creature within range must attempt a DC 24 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.
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 24 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. You can add an additional 28 (2d6 + 13) 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.
Hellzone Grenade (3+ Ki Points). Piccolo creates one ki blast per ki point spent above 2, and scatter all of them all up to 70 ft. away. These ki blasts are Small objects with 10 hit points and 12 AC, and automatically self-destruct after 1 minute. If a creature enters a ki blast's area, they automatically take its damage. As a free action on a later turn, Piccolo can bring all of the remaining ki blasts down on a single target, forcing the creature to attempt an Intelligence saving throw. On a failure, they take the collective damage of the ki blasts, adding his Proficiency bonus to each ki blast's damage. On a success, they take half as much damage.
Ki Charge As a full turn action Piccolo regains 9 (2d8) Ki points.
Deflect Missile. When Piccolo is hit by a ranged attack, reducing its damage by 37 (1d10 + 32). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
Limit Break (1/Day). When Piccolo drops to 0 hit points, he takes a turn immediately before falling unconscious
Rushing to the Lookout after his humiliating defeat at the hands of Android 17, coming face to face with Kami. After a long wait with barely a word spoken, Kami determines that Piccolo's next actions are necessary. Saying goodbye to Mr. Popo, Kami allowed himself to be absorbed by Piccolo, once again reforming their original form at the cost of Earth's Dragon Balls. Immediately rushing to do battle with a mysterious new enemy and tricking him into revealing his plans, but returns to the Lookout with the rest of the Z-Fighters after failing to stop him from fleeing. At the Cell Games, this power would be almost useless in the face of Perfect Cell and his Cell Juniors. Over the next 7 years, his power would hit yet another all time high.