Vegeta, Buu Saga (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), neutral good


Armor Class 24 (Natural Armor)
Hit Points 342 (36d8 + 180)
Speed 80 ft.


STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 20 (+5) 12 (+1) 10 (+0) 12 (+1)

Saving Throws Str +19, Dex +15
Skills Athletics Athletics +19,, History History +11,, Insight Insight +10,, Intimidation Intimidation +11,, Perception Perception +10,
Senses passive Perception 20
Languages Common
Challenge 36 ( XP)


Ki. Vegeta has 41 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Further Beyond. When Vegeta 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.

Powerful Build. Vegeta counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. And requires twice as much food as a normal Medium-sized creature would.

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

Lasting Form. Vegeta can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, he 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 Vegeta to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes twice as long for Vegeta 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 Vegeta's maximum age.

Brawn/Evasion. When Vegeta is targeted by an area effect that lets him make a Strength or Dexterity 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. Vegeta can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Vegeta makes five attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 9) force damage (bludgeoning if out of ki).

Ki Charge As a full turn action Vegeta regains 2d12 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Vegeta'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.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 27 Constitution saving throw or be stunned until the end of Vegeta's next turn. Vegeta may only make one sledgehammer attack per turn.

Ki Surge (10 Ki Points). Vegeta makes one action as a Free Action.

Massive Blow (1+ Ki Points). As a Free Action when Vegeta hits a creature with an unarmed strike, they must make a DC 27 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 27 Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hitpoints.

Arm Break (2 Ki points). Once per turn when Vegeta makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Laigiri (1 Ki Point). Once per turn when Vegeta hits a creature with an attack that can't be charged he deals twice the damage die of the attack. If the target hasn't taken a turn since rolling for initiative, this does not cost ki.

Ki Sense (0+ Ki Points). As a Free Action Vegeta senses the location every creature within his movement speed. Until the end of his turn, creatures that were within the area can not be invisible to you. He learn how many ki points and hit points the creature has, as well as its AC. He may spend ki increasing its range by his movement speed each time. This can not sense creatures using a Godly Transformation.

Final Flash (1+ Ki Points). After charging for 1 round, all creatures in a 120 ft. long, 60 ft. wide line must make a DC 27 Constitution saving throw. On a failure, they take 1d20 force damage for every ki point spent. On a success, they take half the damage. This circumvents features that reduce all/half effects to half/none.

Final Explosion (1+ Ki Points). After charging for 1 round, all creatures in a 240+20 per additional point of ki foot radius. must make a DC 27 Constitution saving throw. On a failure,they take 2d20 force damage for every ki point spent, and Vegeta takes an equal amount of damage, on a success they take half as much damage. Creatures can not have immunity, resistance, or vulnerability to this damage. If this reduces Vegeta to 0 hit points, he dies instantly

Super Saiyan (1 Ki Point). As an action, Vegeta's Strength becomes 32 (+11), his Dexterity becomes 24 (+7), and his Constitution becomes 24 (+7), his AC becomes 28, his DCs become 29, his bonus to hit for his Unarmed Strikes becomes +21, and bonus to damage for those attacks becomes +11, his maximum hit points increase by 72, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet. Vegeta can't use Ki Suppression and must spend 1 Ki Point at the end of each of his turns to maintain this effect.

Super Saiyan 2 (2 Ki Points). As an action, or as a bonus action while Super Saiyan is active Vegeta's Strength becomes 36 (+13), his Dexterity becomes 28 (+9), and his Constitution becomes 28 (+9), his AC becomes 32, his DCs become 31, his bonus to hit for his Unarmed Strikes becomes +23, and bonus to damage for those attacks becomes +13, his maximum hit points increase by 72, and his maximum ki points by 2, his aura radiates bright light for 20 feet and dim light for another 20 feet. Vegeta can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Majin's Awakening (15 Ki Points). As a bonus action while Super Saiyan 2 is active Vegeta's Strength becomes 38 (+14), his Dexterity becomes 30 (+10), his AC becomes 34, his DCs become 32, his bonus to hit for his Unarmed Strikes becomes +24, and bonus to damage for those attacks becomes +14, and he must spend 2 less ki points to maintain his transformations.

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

REACTIONS

Deflect Missile. When Vegeta is hit by a ranged attack, reducing its damage by 46 (1d10 + 41). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Ki Points) When an attack roll is made against Vegeta, he makes an unarmed attack against the attacker.

Limit Break (1/Day). When Vegeta drops to 0 hit points, he takes a turn immediately before falling unconcious

Seven years after fighting in the Cell Games, Vegeta still never gave up his training, despite lacking a worthy opponent. No longer aiming to surpass a man who is already dead, Vegeta instead focused on training his son, Trunks, to be stronger than both Gohan and Goten, the former of whom he held in disdain for giving up his training. Learning that not only will Gohan be joining the 25th World Martial Arts Tournament, but Goku as well, he had no other option that to join in himself. However, before his first match against the temporarily resurrected Goku can happen, it is revealed than an evil wizard is harvesting energy to awaken an ancient evil known as Majin Buu. Going through Babidi's three minions, with each of his companions fighting one each, Vegeta was disappointed when his opponent went down without even needing to go Super Saiyan. As Goku wraps up his fight with Yakon and Gohan begins fighting Dabura, Goku and Vegeta begin discussing the best way to deal with Babidi and Buu. Dabura, recognizing Vegeta's rising anger at Goku's childishness, signaled his master to make an attempt at controlling his mind. Succeeding by Vegeta's consent by playing to the side of him that wanted to return to the planet-busting prince, he ordered him to attack the two remaining saiyans and his rival, Shin, but Vegeta refused, only fighting Goku. Returning to the World Tournament Arena, the now-evil saiyan destroyed half of the surrounding occupied stands to get a rise out of Goku, the two fought on even terms in their Super Saiyan 2 forms. When Goku shouts at Vegeta to stop fighting so they can fight the newly released Majin, Vegeta falsely agrees, knocking Goku out for not going all-out in their fight. After a brief fight with Majin Buu, he sacrificed himself, but was quickly resurrected by King Yemma to give him a second chance. After using the Potara to fuse into Vegito to free those Super Buu had absorbed, and assisting the newly resurrected Goku in erasing the final traces of Kid Buu with a final Super Spirit Bomb, Vegeta finally learned respect for Goku, whom he finally called by his human name. In one timeline, he still wished to one day surpass Goku, while in another timeline, he officially settled down to raise his family.



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