Vegito, Buu Saga (Dragon Ball Supplement)
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Medium humanoid (Fusion), chaotic good
Saving Throws Str +26, Dex +22, Con +22
Ki. Vegito has 48 ki points which he can expend. All ki points are regained at the end of a long rest.
Brawn/Evasion/Discernment. When Vegito is targeted by an area effect that lets him make a Strength, Dexterity, Wisdom, or Intelligence 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. Vegito counts as one (effectively two) size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Weather Resistant. Temperatures must be twice as high or low for Vegito 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.
Further Beyond. When Vegito 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.
Lasting Form. Vegito 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.
Unarmored Movement. Vegito can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Vegito makes five attacks with its unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +26 to hit, reach 5 ft., one target. Hit: 28 (2d12 + 15) force damage.
Flight (1 Ki Point). As a bonus action, Vegito gains a flying speed equal to his movement speed.
Ki Blast (1 Ki Point). As a bonus action, Vegito'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.
Ki Sense (0+ Ki Points). As a free action, all creatures within 80 ft. are detected. Until the end of Vegito'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. Vegito may spend 1 additional ki, increasing its range by 80 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 Vegito'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. Vegito 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.
Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 34 Constitution saving throw. If they fail they take 39 (7d10) radiant damage, but if they succeed they take half damage. You can increase this damage by 39 (2d12 + 26) for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round.
Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 34 Constitution saving throw or be stunned until the end of Vegito's next turn. Vegito may only make one sledgehammer attack per turn.
Ki Surge (10 Ki Points). Vegito makes one action as a Free Action.
Massive Blow (1+ Ki Points). As a Free Action when Vegito hits a creature with an unarmed strike, they must make a DC 34 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 34 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 Vegito 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 Vegito 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.
Flurry of Blows (1 Ki Point). As a bonus action immediately after Vegito takes the Attack action on his turn, he makes two unarmed strikes.
Ki Surge (10 Ki Points). Vegito makes one action as a free action.
Spirit Bomb. Vegito begins charging (to a maximum of 17 rounds) a blue sphere of energy gathered from the life around him. When launched, all creatures within a 5 ft. radius up to 20 ft. from him must attempt a DC 34 Strength saving throw. On a failure, they take 4 (1d8) force damage. On a success, they take half as much. Evil creatures have disadvantage on this saving throw, while Good creatures have advantage.
Vegito has disadvantage on concentration checks to maintain a Spirit Bomb if he is in a Transformation that restricts using certain Techniques.
For every round spent charging the bomb, it gains 30 (1d8 + 26) force damage, its range by 10 ft., and its radius increases by 2.5 ft.
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 34 Constitution saving throw. On a failure, they take 10 (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 34 Constitution saving throw. On a failure, they take 21 (2d20) force damage for every ki point spent, and Vegito 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 Vegito to 0 hit points, he dies instantly
Instant Transmission (1 Ki Point). As a bonus action, Vegito teleports to an open space within 5 ft. of a creature he can detect using Ki Sense.
Super Saiyan Grade 4 (3 Ki Point). As an action, Vegito's Strength becomes 46(+18), his Dexterity becomes 38(+14), and his Constitution becomes 36(+13), his AC becomes 42, his DCs become 37, his bonus to hit for his Unarmed Strikes becomes +29, and bonus to damage for those attacks becomes +18, his maximum hit points increase by 74, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet.
Super Saiyan 2 (2 Ki Points). As an action, or as a bonus action while Super Saiyan is active, Vegito's Strength becomes 50(+20), his Dexterity becomes 42(+16), and his Constitution becomes 40(+15), his AC becomes 46, his DCs become 39, his bonus to hit for his Unarmed Strikes becomes +31, and bonus to damage for those attacks becomes +20, his maximum hit points increase by 74, and his maximum ki points by 2, his aura radiates bright light for 20 feet and dim light for another 20 feet. Vegito can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.
Super Saiyan 3 (5 Ki Points). As an action while Super Saiyan is active, or as a bonus action while Super Saiyan 2 is active, Vegito's Strength becomes 54(+22), his Dexterity becomes 46(+18), his AC becomes 50, his DCs become 41, his bonus to hit for his Unarmed Strikes becomes +33, and bonus to damage for those attacks becomes +22, his aura radiates bright light for 30 feet and dim light for another 30 feet. Vegito can't use Ki Suppression, Ki Charge grants half as many Ki Points, and he must spend 5 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, Vegito's Strength becomes 52(+21), his Dexterity becomes 44(+17), his AC becomes 48, his DCs become 40, his bonus to hit for his Unarmed Strikes becomes +32, and bonus to damage for those attacks becomes +21, and he must spend 2 less ki points to maintain his transformations.
Ki Charge As a full turn action Vegito regains 13 (2d12) Ki points.
Deflect Missile. When Vegito is hit by a ranged attack, reducing its damage by 45 (1d10 + 40). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
Limit Break (1/Day). When Vegito drops to 0 hit points, he takes a turn immediately before falling unconscious.
Hope turned to despair Super Buu absorbed Gohan, becoming the greatest threat Universe 7 had seen. With Goku's plans to fuse with his son to destroy the majin without difficulty dashed, he sought out the help of Vegeta, who denied the offer at first, but agreed after a short battle that showed them to be unable to fight Buuhan individually, fusing into the new strongest; Vegito. While able to destroy him with a single attack, Vegito did not, instead allowing himself to be absorbed in order to free everyone trapped inside his body at the consequence of defusing early due to the strange energy within all majins.