Yamcha, Curse of the Blood Rubies (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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 (Movies), lawful neutral


Armor Class 11 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 15 (+2) 10 (+0) 9 (-1) 12 (+1)

Saving Throws Dex +2, Wis +1
Skills Acrobatics +2, Animal Handling +1, Athletics +3, Deception +3, History +2, Insight +1, Intimidation +3, Sleight of Hand +2, Survival +1
Senses passive Perception 9
Languages Common
Challenge 4 (1,100 XP)


Ki. Yamcha has 6 ki points which he can expend. All ki points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) force damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) piercing damage.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 13 Constitution saving throw or be stunned until the end of Yamcha's next turn. Yamcha may only make one sledgehammer attack per turn

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

Wolf Fang Fist (2 ki points). When Yamcha makes an unarmed strike, he makes 1 additional unarmed strike.

Stand Ground (1+ Ki Point). Yamcha takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Yamcha may use this as a bonus action for 1 additional ki point.

Perfect Dodge (1 Ki Point). As a bonus action Yamcha takes the dodge action.

REACTIONS

Deflect Missile. When Yamcha is hit by a ranged attack, reducing its damage by 11 (1d10 + 6). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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[Source].

In another timeline, Yamcha never met the Pilaf Gang, but was still a desert bandit until meeting a little kid named Goku, whom he and his best friend, a transforming cat named Puar, ended up teaming up with alongside Bulma, and a transforming pig Oolong. Along this journey, he tried to persuade the turtle hermit Roshi to take out Goku and his friends, but after Roshi figured out his deceit he ended up joining forces with Goku & Co. in order to fight an army of Gurumes' Soldiers, Pasta, and 'Emperor' Gurumes himself.



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