Piccolo, Nail Absorbed (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 (Namekian), neutral good


Armor Class 17 (Natural Armor)
Hit Points 252 (24d8 + 144)
Speed 65 ft.


STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 22 (+6) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +13, Con +13
Skills Arcana +8, Athletics +13, Deception +7, History +8, Insight +9, Intimidation +7, Nature +8, Persuasion +7, Stealth +8
Senses passive Perception 12
Languages Common, Namekian
Challenge 24 (62,000 XP)


Ki. Piccolo has 30 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.

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

ACTIONS

Multiattack. Piccolo makes four attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) 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 15 ft., or a reach of 20 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 +65 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 65 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 65 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 21 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 21 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 21 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.

Ki Charge As a full turn action Piccolo regains 6 (1d12) Ki points.

REACTIONS

Deflect Missile. When Piccolo is hit by a ranged attack, reducing its damage by 29 (1d10 + 25). 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 unconcious

1119-1-38.jpg
[Source].

Now with the power of both Nail and himself, Piccolo rushed to the battlefield, taking on 2nd form Frieza in an even match. However, against the emperor's 3rd form, he stood no chance. It would take the resurrected Kami using Earth's Dragon Balls to save him from Planet Namek's destruction.



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