The Frieza Force

Enforcing the galactic law and rule of the mighty frieza.

All images, characters, and ideas designed by Akira Toriyama. This is a Fan project, all credit for art and fan art goes to the original artists and creators.


Frieza Force Soldier

Medium humanoid (various), Lawfull Evil


  • Armor Class 12
  • Hit Points 29
  • Speed 30ft., Fly 20ft

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 13 (+1) 10 (+0) 11 (+0) 9 (-1)

  • Condition Immunities None
  • Senses passive Perception 11
  • Languages Common, Space
  • Challenge 1/2

Unit tactics. So long as an enemy has taken damage this turn, the Freiza Force Soldier deals and extra 3 (1d4+1) damage to that enemy.

Actions

Arm Blaster: Ranged weapon attack, +4 to hit Range 120/600, one creature. hit: 8 (1d6+3) force damage.

Unarmed attack: melee attack, +5 to hit, range 5ft, one target. Hit: 5 (1d4+3) bludgeoning damage.

Frieza Force Soldiers

The Frieza Force is home to many wierd Races, each one as pathetic as the last. In a Fantasy setting, simply choose races at random from the PHB or use these stat blocks as Templates to a pre-existing Monster.



Frieza Force Brute

Medium humanoid (various), Lawfull Evil


  • Armor Class 14
  • Hit Points 47
  • Speed 30ft., Fly 20ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 13 (+1) 13 (+1) 11 (+0) 11 (+0)

  • Condition Immunities None
  • Senses passive Perception 11
  • Languages common Space
  • Challenge 1

Unit Tactics. So long as an enemy has taken damage this turn, the Freiza Force Soldier deals and extra 4 (1d6+1) damage to that enemy. Reckless Attack: Freiza Force Brute may choose to gain advantage on a single attack roll, but attacks made against them have advantage to hit.

Actions

Multiattack: Frieza Force Brute Makes two attacks using either their ki blast or unarmed attack. Ki blast: Ranged Ki attack, +5 to hit Range 120/600, one creature. hit: 9 (1d8+4) force damage.

Unarmed attack: melee attack, +5 to hit, range 5ft, one target. Hit: 6 (1d6+3) bludgeoning damage. Full power energy wave (1/day):Ranged Ki attack, +4 to hit Range 120/600, one creature. hit: 16 (2d8+6) force damage.

<img src=https://vignette.wikia.nocookie.net/dragon-ball-z-game/images/a/ac/Orlen_Render.png/revision/latest?cb=20151111002934'' style='position:absolute;bottom:50px;right:340px;width:200px' /> <img src=https://vignette.wikia.nocookie.net/heroes-unite/images/0/05/Blue_berry_by_19onepiece90-d6174s8.png/revision/latest?cb=20170309085329'' style='position:absolute;bottom:50px;right:570px;width:230px' /> <img src=https://vignette.wikia.nocookie.net/dragon-ball-z-game/images/6/6c/RaspBerry.png/revision/latest?cb=20151001014117'' style='position:absolute;bottom:50px;right:470px;width:170px' />


Cui

Medium Humanoid (Triton), lawful evil


  • Armor Class 15
  • Hit Points 80
  • Speed 30ft., Fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+3) 11 (+0) 13 (+1) 14 (+2) 9 (-1)

  • Senses passive Perception 16
  • Resistances Bludgeoning from non magical weapons
  • Languages Common, Space
  • Challenge 5

Reproduces Asexually: Whenever Cui is below 10 HP, He becomes frightened of all enemy creatures.

Actions

Multiattack: Cui makes two attacks using either his ki blast or unarmed attack

Ki blast: ranged ki attack: +7 to hit, range 120/600., one target. Hit: 12 (1d6+3) force damage.

Unarmed attack: melee attack, +8 to hit, range 5ft, one target. Hit: 8 (1d8+4) bludgeoning damage.

Bomb Strike: Cui Envelopes his body in Ki to unleash a devestating blast. The next time Cui Makes a melee attack roll, each creature within a 10 ft radius of the target, except for Cui, must succeed a Constitution Saving throw or take 10 (1d10+3) force damage.

Ahh, Lord Freiza!: Cui attempts to trick his foes into thinking a stronger opponent has arrived. All enemies within 30 feet of Cui must make a DC 12 WIS saving throw. On a fail, the target provides advantage against attack rolls against them until the start of their next turn. On a success, that creature is immune to this ability for the next 24 hours.

Flash Beam (recharge 5-6): Cui unleashes a barrage of Ki blasts in a 60 foot cone. Each creature within that cone must succeed a DC 13 DEX saving throw or take 14 (3d6+2)Force damage. Then, each creature within a radius of 30 feet within a point inside the 60 foot cone must make a DC 14 CON saving throw. On a fail each creature takes 21 (3d10+3) Force damage or half as much on a success.


Cui

Cui is an elite warrior in service to the galactic empire. Among ordinary soldiers he excels at conquest. While his skills do not provide any extraordinary mention among other elites, his rank as an elite has garnered a cocky and arrogant personality. He often overestimates his own abilites, allowing his enemies to often get the upper hand against him. When confronted with a more powerful foe he often returns to cowardice. He is sly and cunning and will pull any dirty move to win the battle.

Zarbon

Zarbon is the left hand man of the galactic emperor himself. While not as powerfull as the elite Ginyu Force, Zarbon has proven himself to be a formidible warrior in his own right. Zarbon can, however, become quite uptight. He hates getting his hands dirty and will order around the lesser men to do his handiwork. Zarbon speaks to others as if they are beneath him, save for the emperor that is. Zarbon is tangled in quite the large conspiricy known only as "The jock-strap incident". Although the details of this incident are unknown, Zarbon has been cited as the one to dig the hole. He has a girlfriend who is most likely named Chuck.


Dodoria

Dodoria is the muscle of the emperor's personal guard. When the emperor took over her home planet, the women were brought forth to be judged. Dodoria was named the most beautiful and most fertile of her race. She was spared and made a soilder while her home planet was blown to bits. Since then she has served the throne with honor.


Dodoria

Medium Humanoid (Ogre), lawful evill


  • Armor Class 15
  • Hit Points 130
  • Speed 30ft., Fly 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+4) 13 (+1) 11 (+0) 15 (+3)

  • Senses passive Perception 14
  • Languages Common, Space
  • Challenge 7

With Gusto. Dodoria has advantage to inititive rolls.

I AM a woman!. As a bonus action on his turn Dodoria can enter a state of battle rage for one minute. While in this state Dodoria deals an extra 1d8 damage to all damage rolls but can only use his unarmed attack and Ki blast features.

Actions

Unarmed attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d8 + 4)

Ki blast. ranged ki attack: +5 to hit, range 120/600., one target. Hit: 6 (1d8+1) force damage.

Maximum Buster ranged Ki attack: Each creature in a 15 foot cone must make a DC 16 CON saving throw. On a fail the creature take 18 (3d10) force damage or half as much on a successful save.

Dodoria Head Breaker. Melee attack, one creature within 30ft and at least 10 feet away, +8 to hit. Dodoria attempts to rush the target with a devestating headbutt. Hit: The target takes 10 (1d10+4) Bludgeoning damage and 12 (2d6+4) peircing damage.

Dodoria blow (recharge 3-6). Melee attack, range 5ft, +9 to hit. hit: On a hit the target takes 20 (4d6+4) peircing damage. The target must then make a constitution saving throw. On a fail the target takes 1d6 damage at the start of its turn for the next 1d4 rounds. If the target would be reduced to zero hit points by this ability, the target dies (no death saving throw)



Zarbon

Medium humanoid (Shapshifter), Lawful evil


  • Armor Class 16 (elegant form); 13 (brutal form)
  • Hit Points 105
  • Speed 30ft, fly 30ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 11 (+0) 13 (+1) 18 (+4)

  • Condition Immunities Charmed
  • Senses passive Perception 13
  • Languages Common, Space
  • Challenge 8

Freaky Alien Genotype. As a bonus action Zarbon can shape change into his brutal form or back to his elegant form. Zarbon is always considered to be in elegant form when not in battle. While in Brutal form Zarbon gains +2 to attack and damage roles made against another creature, has resistance to all non magical damage, has advantage to all strength checks and suffers disadvantage to all charisma checks. Any Creature who has not seen Zarbon change form must pass a WIS saving throw DC 14 or be Frightened for one round when Zarbon assumes Brutal form.

I dislike this form. When above half his maximum HP Zarbon must pass a DC 13 Wisdom saving throw in order to shift into his Brutal form.

Alien Charm (elegant form only): Zarbon has advantage on all charisma checks made to allure or seduce.

Actions

Multiattack: Zarbon makes 3 attacks using unarmed attack or Ki blast in any combination.

Unarmed Attack. Unarmed Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d8 + 3) Bludgeoning damage.

Ki Blast. ranged ki attack: +6 to hit, range 120/600., one target. Hit: 12 (1d10+4) force damage.

Elegant Blaster (Elegant form only). Ranged Ki attack, 20 foot radius from a point within 60 feet. All creatures within the 20 foot radius must succeed a DC 14 DEX saving throw. On a failure the creature takes 22 (3d10+4) force damage, or half as much on a success.

Why did he explode? (Brutal form only) (recharge 4-6). Zarbon makes a DC 15 grapple check against one adjacent creature. This grapple check automatically succeeds if the target is already airborn. On a Success, Zarbon may move up to his fly speed directly upwards. At the end of the current round, Zarbon moves back towards the ground and fills the target with explosive energy. Zarbon realeases the target from the grapple and smashes them into the ground 1d10 bludgeoning damage for every 10 feet of forced movement and (24) 4d8+4 Force damage.


Commander Sorbet

Small Kobold (Blue), Lawfull Evill


  • Armor Class 12
  • Hit Points 14
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 2 (-4) 11 (+1) 20 (+5) 19 (+4) 17 (+3)

  • Senses passive Perception 16
  • Skills Stealth +7, Persuasion +8, Deception +8
  • Languages Common, Space
  • Challenge 2

Sneak attack: Whenever Commander Sorbet makes a weapon attack against a creature who he has advantage against, Commander Sorbet can deal and extra 20 (5d6) damage.

Human Shield: When Commander Sorbet is targeted for an attack and there is an ally who's CR is below 2 is within 5 feet of him, Commander Sorbet can Use his reaction to make that ally the new target for the attack.

Actions

Command: Commander Sorbet can choose one ally within 30 feet of himself to gain an extra attack against an enemy within 5 feet of that ally.

Blaster Ring: ranged weapon attack, range 120/600, one creature within range, +8 to hit. Hit: Target takes 15 (2d10+3) Force damage. The target must then make a DC 12 Constitution Saving throw or be stunned until the end of their next turn.

Commander Sorbet

Sorbet assumed the role of commander after the second defeat of the space emperor. Under his command the Frieza Force dedicated years to the first revival of their leader in which they ultimantly succeeded. Sorbet has little actual battle experience and is best utilized as an advisor. His small size does make him perfect for ambush strikes provided the enemy is distracted by a much more competent warrior.

The Ginyu Force

The Ginyu Force is the most elite group of warriors in the Freiza force. Each one of them are capable of taking down an entire army, but together they become an unstoppable force of destruction. There are always five members of the Ginyu Force, and if one should fall in battle then they shall be replaced almost immediatly. No real attachments exists between the members aside from their professional standpoints, however some have become close allies in their personal lives. Jeice and Burter, for example, once worked together to get Jeice's grand Piano down a flight of stairs while Guldo was being Guldo and Recoome was busy with a match.

Guldo

Guldo is the physically weakest of the team. What he does possess is mental prowess which is unrivaled in all of the galaxy. Guldo is often times mocked for his incompetence in battle, but has come through many obstacles to aquire his position within the force. He will most likely die first.

Recoome

Recoome bulkiest and loudest of the group, which is quite impressive considering the overall flamboyance of the Ginyu Force. Recoome is a warrior at heart and spends if off time participating in professional wrestling. Recoome speaks in the third person so that everyone knows who is speaking when Recoome speaks. He also has named each and every one of his attacks, which is simply just the attack type (punch, Kick, etc.) followed by his name.

Burter

Burter is the fastest in the universe. No one else can match him in a contest of speed. Even those with a higher power level, which would mean the are faster, cannot beat him in a race. Technically, if you think about it, Guldo can stop time, which would make him the fastest. But everyone on the Ginyu Force has something, and all that Burter has got is speed. So Burter is in fact the fastest in the universe.

Jeice

Jeice is the secound in command in the Ginyu Force. He is a gifted all around fighter, but his crusher ball will send his enemies packing from a distance. His home planet is Space Australia, specifically Space Brisbon. Go space Broncos! Rumor has it that a Space dingo at his Space Baby.


Captain Ginyu

The namesake of the Ginyu Force, Captain Ginyu is the founder and leader of the Force. Ginyu has seen many battles and is an extremely skilled fighter. No other member of the Ginyu Force can match his all around strength. Over time his love for theatrics sank into the rest of the men under his command. He is always performing dances and poses, many of which he is contractually obligated to perform. When in a pinch, Captain Ginyu can utilize his most powerfull, and most sneaky, technique. When injured, Captian Ginyu can switch bodies with another person, stealing not only their health but also their abilites.


Guldo, the team pet

Small goblin, Evil


  • Armor Class 15
  • Hit Points 25
  • Speed 30ft, fly 30ft

STR DEX CON INT WIS CHA
9 (-1) 8 (-2) 10 (+0) 20 (+5) 20 (+5) 16 (+3)

  • Senses passive Perception 13, Blindsense 30ft.
  • Languages Common, Space
  • Challenge 10

Wanna biscuit boy?: Guldo can cast Tasha's Hideous Laughter at the biginning of combat as a free action.

Four Eyed: Guldo can hold concentration on two separate spells at the same time.

Innate Spell casting : Guldo has accesss to ki which allows him the ability to use certain spell-like abilities. Guldo Is a 9th level caster with a spell attack bonus of +9. His spell save DC is 19.

at will : Message, Fire bolt (force)

1st Lv (4/day): alarm, magic missle, thunderwave, detect magic

2nd Lv (3/day): detect thought, shatter, hold person

3rd Lv (3/day): Dispell magic, counterspell, Protection from energy

4th Lv (2/day): resilient sphere, confusion, control water

5th Lv (2/day): Telekinesis, Dominate person, dream, Geas

Actions

Hold breath: Guldo stops time for every creature except for himself. This effect lasts for 1d4 rounds during which time Guldo takes actions as normal. During this time Guldo cannot cast spells with verbal components.

Guldo Special (Recharge 6): concentration ; Up to three creatures within 30 feet that Guldo can see must succeed Wisdom saving throws DC 19. On a failure the target is paralzed for 1 minute or slowed on a success. Affected creatures can make the saving throw again at the start of their turn. Guldo then can immediatly cast a spell as a free action. While he is concentrating on this ability, Guldo cannot use his hold breath action.


Jeice, The red magma

Medium Humanoid (Tiefling), Evil


  • Armor Class 16
  • Hit Points 170
  • Speed 30ft, fly 60ft

STR DEX CON INT WIS CHA
15 (+3) 15 (+2) 14 (+2) 20 (+5) 16 (+3) 16 (+3)

  • Senses passive Perception 13, Blindsense 30ft.
  • Languages Common, Space, Aussie (space)
  • Challenge 10

Go Space Broncos!: Whenever Jeice makes a ranged attack against a creature, the next attack made against that creature has advantage.

Actions

Crusher ball: ranged ki attack: +9 to hit, range 120/600., one target. Hit: 25 (3d8+7) force damage.

Unarmed attack: melee attack, +6 to hit, range 5ft, one target. Hit: 8 (1d8+4) bludgeoning damage.

Red Magma Rush:: Melee attack, +8 to hit, range 40 ft, one target within range. Hit: Jeice moves adjacent to the target and the target takes 19 (2d10+5) damage. Jeice may then push the target 10 feet away.

Purple comet hurricane: (recharge 4-6): If Jeice is within 30 feet of burter, and both Jeice and Burter have used their Rush abilities this turn, then they may each move so that they are 5 feet from each other. They then cast a 60 foot cone of ki blasts. Every creature within the cone must make a dexterity saving throw of 16. On a fail, each creature takes 46 (6d8+10) force damage, or half as much on a successful save.  


Burter, The blue hurricane

Medium Humanoid (Dragonborn, Blue), Evil


  • Armor Class 17
  • Hit Points 150
  • Speed 60ft, fly 80ft

STR DEX CON INT WIS CHA
15 (+3) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 16 (+3)

  • Senses passive Perception 13, Blindsense 30ft.
  • Languages Common, Space
  • Challenge 10

Fastest in the universe: Burter is the fastest creature in the universe. If burter has moved at least 40 feet, all attacks made against him suffer disadvantage.

Actions

Multiattack: Burter makes two ki blast attacks or 4 kick attacks.

Ki blast: ranged ki attack: +6 to hit, range 120/600., one target. Hit: 10 (1d8+4) force damage.

kick: melee attack, +6 to hit, range 5ft, one target. Hit: 7 (1d8+3) bludgeoning damage.

Blue hurricane Rush: Melee attack, +8 to hit, range 60 ft, one target within range. Hit: Burter moves adjacent to the target and the target takes 13 (1d10+5) damage. Burter may then push the target 10 feet away.

Purple comet hurricane (recharge 4-6): If burter is within 30 feet of jeice, and both Jeice and Burter have used their Rush abilities this turn, then they may each move so that they are 5 feet from each other. They then cast a 60 foot cone of ki blasts. Every creature within the cone must make a dexterity saving throw of 16. On a fail, each creature takes 6d8 force damage, or half as much on a successful save.  



Recoome, namekmania champion

Medium humanoid (goliath), evil


  • Armor Class 14
  • Hit Points 200
  • Speed 30ft, fly 30ft

STR DEX CON INT WIS CHA
20 (4) 14 (+2) 20 (+5) 14 (+2) 12(+1) 16 (+3)

  • Senses passive Perception 13, blindsense 30ft
  • Languages Common, Space
  • Challenge 10

The Name Is Recoome, And It Rhymes With Doom: So long as Recoome has above half his maximum HP, He has resistance to all damage.

Recoome Thinks He Has Chipped a Tooth: So long as Recoome has below half his maximum HP, he has advantage to all melee attacks.

Actions

Recoome renegade Bomber: ranged ki attack, 30 foot cone. Each target within the range must make a dexterity saving throw DC 15. On a fail the target takes 15 (3d6+3) Force damage.

Recoome fighting bomber: Ranged Ki attack, all creatures within 20 feet of a point centered on Recoome. Each creature must make a dexterity saving throw DC 14. On a fail the target takes 20 (4d6+3) Bludgeoning damage, or half as much on a success.

Recoome Elbow: : Melee unarmed attack, +3 to hit, range 5ft. Hit: target takes 5 (1d4+3) bludgeoning damage and must succeed a constitution saving throw DC 13 or be stunned until the end of their next turn.

Recoome kick: Melee unarmed attack, +9 to hit, range 5ft. Hit: target takes 15 (1d12+5) Bludgeoning damage and is knocked back 10 feet.

Recoome Mach punch: Melee unarmed attack, +5 to hit, 10 foot cone. Hit: each creature in range takes 8 (1d6+5) bludgeoning damage.

Recoome death Driver: Melee unarmed attack, +9 to hit, one mid-air or grabbled creature. Recoome makes a grapple check against one adjacent creature. On a success, Recoome moves up to half his fly speed up into the air and then plummets to the ground. Recoome then smashes the target into the ground dealing 3d10 bludgeoning damage. The target takes an additional 1d10 of damage for every 10 feet of downward movement forced upon it by this ability.

Recoome eraser Gun (recharge 5-6): Recoome spends this turn and the next two turns after posing and citing his battle cry ”Recoome…..Eraser…….Gun!”. During this time Recoome cannot take any other actions. At the end of the third turn, Recoome unleashes a massive energy wave from his mouth. Each creature within a line of 100 feet must make a constitution saving throw DC 16. On a fail the target takes 80 (6d8+40) Force damage or half as much on a success. If Recoome takes any damage for the duration of the ability, he must make a Constitution saving throw DC 18. On a fail the ability is nullified.



Captain Ginyu

Medium humanoid (Teifling), Evil


  • Armor Class 17
  • Hit Points 190
  • Speed 30ft.; fly 60ft

STR DEX CON INT WIS CHA
18 (+4) 16 (3) 18 (4) 14 (+2) 16 (+3) 25 (+7)

  • Senses passive Perception 15, blindsense 30ft.
  • Languages Common, Space
  • Challenge 14

Inspiring leader: Whenever Captain Ginyu uses his battle pose ability, each ally within 60 feet that can see him gains 2d12 (14) temporary hit points

Innate Spellcasting: Captain Ginyu has the innate sense of Ki, which allows him to perform certain spell like abilities. Captian ginyu is a 9th level spellcaser and his spell attack bonus is +7. His spell Save DC is 17.

At will: Telekenesis (inanimate objects only), Message 1st Lv (4/day): Color Spray, detect magic, Thunderwave 3rd Lv (3/day): Dispel magic, CounterSpell

7th Lv (2/day): Delayed blast fireball

Actions

Multiattack. Ginyu makes 3 attacks, two of which can be either ki blast or unarmed attack; and battle pose.

Ki Blast. Ranged Ki Attack: +7 to hit, range 120/600, one target. Hit: 12 (1d10+4) force damage.

Unarmed Attack. unarmed Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Wound Self: Melee Weapon attack, Self, auto-hit. hit: Target takes 20 bludgeoning damage.

Battle pose Captain Ginyu performs a glorious battle pose to inspire and invigorate those around him. Roll a d6 on the table below to choose a random pose and effect. These effects last for 1 minuet or until a new pose is activated.

1: Battle pose A: Advantage to all attacks.

2: Battle pose B: +2 AC

2: Battle pose C: +10 damage to all attacks

4: Battle pose D: double movement speed

5: Battle pose E: all enemies within 30 feet must pass a DC 13 CHA save are stunned for 1 round

6: Battle pose F: Resistance to all damage

Change body (recharge 6​) One target that Captain Ginyu can see within 60 feet must make a DC 18 Wisdom Saving throw. On a success the target is unaffected. On a fail the target swaps bodies with Captain ginyu. Both the target and ginyu swap stats, abilities, and current HP. The target does not gain access to the change body ability. This effect ends if Ginyu chooses to undo the swap or by other magical means such as greater restoration.

Frieza, the galactic emperor.

Tyranny and pain is all that the mighty Frieza brings. He moves from world to world, plane to plan, people to people, and conquers all. He wont rest until all are under his foot. Although he is the youngest in his family, he is by no means the smallest. Even the great King Cold, Father to the emperor, knows the great power Frieza wields and dares not oppose him. The pain of others is the fuel that drives the war machine that is Frieza, and he fears no opponent.

Transformation

Frieza and his family are each extremely powerfull, so much so that their power has the danger of running wild. To counteract this, Frieza has hidden his power under many layers of transformations. Few know of these transformation as most who witness them rarely live to tell the tale.

Frieza clan

Although Frieza is the emperor of the galaxy, his family lives quite well. His father, King Cold, is a quite and reserved man who handles the day to day goings on of the empire. Few know of the Kings existince as he prefers his privacy. On the other hand Cooler, the brother of Frieza, openly detests his brother. The two have a mutual dislike for one another, Cooler beleives that he deserves the mantle of emperor while Frieza beleives Cooler to be a Prick.


King Cold

Large Shapechanger, lawful Evil


  • Armor Class 16
  • Hit Points 225
  • Speed 60ft, fly 60ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 17 (+3) 12 (+1) 20 (+5)

  • Senses passive Perception 13, Blindsense 30ft.
  • Resistances. Bludgeoning, slashing, peircing from non magical weapons and force.
  • Languages Common, Space
  • Skills Persuasion +11, Deception +11
  • Challenge 15

I'm a haggeler?: When King Cold attempts to make a Charisma based skill check, he does not provoke disadvantage for being in combat.

Planet destroyer. King Cold deals Triple damage to inanimate objects and structures.

Powerful Build. King Cold counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack: King cold makes Three attacks using either his Death beam or unarmed attack.

Death beam. Ranged ki Attack: +11 to hit, range 120/600 ft., one target. Hit 19 (2d12 + 4) Force damage plus 24 (5d8+4) piercing damage

Unarmed Attack. unarmed Attack: +8 to hit, reach 5ft., one target. Hit: 16 (2d8+6) bludgeoning damage.

Can I see your sword?: King cold makes a Deception check againts one creature that he can see. On a success, the target is convinced to let King Cold "inspect the craftmenship on their weapon" and hands over their item. King Cold then uses the weapon to attack them dealing the weapon damage plus 31 (8d6) sneak attack damage.

<img src='https://pre00.deviantart.net/8143/th/pre/i/2016/124/0/e/roi_cold___dbz_saga_trunks_vs_freezer_by_sakasakoo-da195c7.png'style='position:absolute;bottom:440px;right:-30px;width:500px' />


Cooler

Medium Shapechanger, lawful Evil


  • Armor Class 17
  • Hit Points 195
  • Speed 60ft, fly 60ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 17 (+3) 12 (+1) 15 (+2)

  • Senses passive Perception 13, Blindsense 30ft.
  • Resistances. Bludgeoning, slashing, peircing from non magical weapons and force.
  • Languages Common, Space
  • Challenge 18

Planet destroyer. Cooler deals Triple damage to inanimate objects and structures.

Powerful Build. Cooler counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack: Cooler makes two attacks using either his Death beam or unarmed attack.

Death beam. Ranged ki Attack: +11 to hit, range 120/600 ft., one target. Hit 19 (2d12 + 4) Force damage plus 24 (5d8+4) piercing damage

Unarmed Attack. unarmed Attack: +8 to hit, reach 5ft., one target. Hit: 16 (2d8+6) bludgeoning damage.

Supernova . Each creature within a 80 foot sphere within 120 feet must make a DC 18 CON saving throw. On a fail the creature takes 88 (7d10+40) Force damage or half as much on a Success.

Transformation. As a full round action CoolerTransforms into his Final form.

Legendary Actions

Cooler has can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frieza regains spent legendary actions at the start of their turn.

Attack: Cooler uses his unarmed attack.

Fake blast: Cooler shoots a ball of light towards an opponent that shines a brilliant light. Each creature within 20 feet of Cooler must make a DC 16 CON saving throw or be blinded for one round.

Eye Beams (2 actions): Cooler uses death beam twice against the same target.


Cooler, Final Form

Medium Shapechanger, lawful Evil


  • Armor Class 17
  • Hit Points 195
  • Speed 60ft, fly 60ft

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 17 (+3) 16 (+3) 15 (+2)

  • Senses passive Perception 13, Blindsense 30ft.
  • Resistances. Bludgeoning, slashing, peircing from non magical weapons and force.
  • Languages Common, Space
  • Challenge 20

Planet destroyer. Cooler deals X4 damage to inanimate objects and structures.

Powerful Build. Cooler counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack: Cooler uses supernova and then makes two attacks using either his Death beam or unarmed attack.

Death beam. Ranged ki Attack: +11 to hit, range 120/600 ft., one target. Hit 19 (2d12 + 4) Force damage plus 24 (5d8+4) piercing damage

Unarmed Attack. unarmed Attack: +8 to hit, reach 5ft., one target. Hit: 16 (2d8+6) bludgeoning damage.

Supernova . Each creature within a 80 foot sphere within 120 feet must make a DC 18 CON saving throw. On a fail the creature takes 88 (7d10+40) Force damage or half as much on a Success.

Legendary Actions

Cooler has can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frieza regains spent legendary actions at the start of their turn.

Fake blast: Cooler shoots a ball of light towards an opponent that shines a brilliant light. Each creature within 20 feet of Cooler must make a DC 16 CON saving throw or be blinded for one round.

Pass through energy (2 actions): When Cooler is hit with a magical attack, He can use this action immediatly (ignoring other conditions) to nullify any damage or effect and move adjacent to the caster. He may then make an unarmed attack as a free action.

Eye Beams (2 actions): Cooler uses death beam twice against the same target.


Frieza, First Form

Medium shapechanger, Chaotic evil


  • Armor Class 17
  • Hit Points 231
  • Speed 60ft., fly 60ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 15 (+2) 17 (+3) 14 (+2)

  • Condition Immunities All
  • Senses passive Perception 19
  • Languages Common, Space
  • Challenge 18

This isnt even my final form. When Frieza uses his tranformation ability he gains the benefits of a long rest.

Planet destroyer. Frieza deals double damage to inanimate objects and structures.

Actions

Unarmed Attack. unarmed melee attack: +11 to hit, 5ft, one target. hit: 13 (2d8+5) Bludgeoning damage.

Death beam. Ranged ki Attack: +14 to hit, range 120/600 ft., one target. Hit 12 (1d12 + 5) Force damage plus 28 (5d8+5) piercing damage.

Death ball (recharge 4-6). Each creature within a 60 foot sphere within 120 feet must make a DC 17 CON saving throw. On a fail the creature takes 35 (3d10+11)Force damage or half as much on a Success.

Transformation. As a full round action Frieza Transforms into his Second form.



Frieza, Second Form

Large shapechanger, Chaotic evil


  • Armor Class 19
  • Hit Points 315
  • Speed 70ft., fly 70ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 14 (+2)

  • Condition Immunities All
  • Resistances. Bludgeoning, slashing, peircing, and force.
  • Senses passive Perception 19
  • Languages Common, Space
  • Challenge 20

This isnt even my final form. When Frieza uses his tranformation ability he gains the benefits of a long rest.

Planet destroyer. Frieza deals Triple damage to inanimate objects and structures.

Powerful Build. Frieza counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack. Freiza makes 2 attacks using either his unarmed attack or death beam.

Unarmed Attack. unarmed melee attack: +11 to hit, 5ft, one target. hit: 19 (3d8+6) Bludgeoning damage.

Death beam. Ranged ki Attack: +14 to hit, range 120/600 ft., one target. Hit 22 (2d12 + 7) Force damage plus 34 (6d8+7) piercing damage.

Impale. Melee attack: +12 to hit, range 5ft., one target. Hit: 23 (2d12+5) piercing damage. THen the target must pass a DC 16 DEX saving throw or be restrained. The target takes an additional 14 (1d12+5) damage for each round they are restrained. The target may attempt to escape again at the start of each of its turns. While the target is restrained, Frieza may still take actions as normal.

Death ball (recharge 4-6). Each creature within a 60 foot sphere within 120 feet must make a DC 17 CON saving throw. On a fail the creature takes 60 (5d10+20) Force damage or half as much on a Success.

Frightful Presence: Each creature of Frieza's choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.

Transformation. As a full round action Frieza Transforms into his Third form.



Frieza, Third Form

Large shapechanger, Chaotic evil


  • Armor Class 20
  • Hit Points 430
  • Speed 80ft., fly 80ft.

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 20 (+5) 15 (+2) 20 (+5) 14 (+2)

  • Condition Immunities All
  • Resistances. Bludgeoning, slashing, peircing, and force.
  • Senses passive Perception 19
  • Languages Common, Space
  • Challenge 22

This isnt even my final form. When Frieza uses his tranformation ability he gains the benefits of a long rest.

Planet destroyer. Frieza deals Quaduple damage to inanimate objects and structures.

Powerful Build. Frieza counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack. Freiza makes 3 attacks using either his unarmed attack or death beam.

Unarmed Attack. unarmed melee attack: +11 to hit, 5ft, one target. hit: 27 (4d8+8) Bludgeoning damage.

Death beam. Ranged ki Attack: +14 to hit, range 120/600 ft., one target. Hit 32 (3d12 + 8) Force damage plus 39 (7d8+8) piercing damage.

Glubac barrage. Ranged ki Attack 30 ft. Cone, each creature within range must succeed a DC 16 DEX saving throw or take 23 (3d10+5) force damage and be stunned for one round.

Death ball (recharge 4-6). Each creature within a 60 foot sphere within 120 feet must make a DC 18 CON saving throw. On a fail the creature takes 76 (6d10+30) Force damage or half as much on a Success.

Frightful Presence: Each creature of Frieza's choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.

Transformation. As a full round action Frieza Transforms into his Final form.



Frieza, Final Form

Medium shapechanger, Chaotic evil


  • Armor Class 24
  • Hit Points 640
  • Speed 90ft., fly 90ft.

STR DEX CON INT WIS CHA
25 (+7) 25 (+7) 22 (+6) 15 (+2) 22 (+6) 14 (+2)

  • Condition Immunities All
  • Resistances. Bludgeoning, slashing, peircing, and force.
  • Senses passive Perception 19
  • Languages Common, Space
  • Challenge 25

Legendary Resistance (3/Day). If Frieza fails a saving throw, it can choose to succeed instead.

This isnt even my final form. When Frieza uses his tranformation ability he gains the benefits of a long rest.

Planet destroyer. Frieza deals X5 damage to inanimate objects and structures.

Powerful Build. Frieza counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack. Freiza makes 4 attacks using either his unarmed attack or death beam.

Unarmed Attack. unarmed melee attack: +11 to hit, 5ft, one target. hit: 34 (5d8+10) Bludgeoning damage.

Death beam. Ranged ki Attack: +14 to hit, range 120/600 ft., one target. Hit 40 (4d12 + 10) Force damage plus 46 (8d8+10) piercing damage.

Death ball . Each creature within a 60 foot sphere within 120 feet must make a DC 18 CON saving throw. On a fail the creature takes 88 (7d10+40) Force damage or half as much on a Success.

Death Saucer (recharge 4-6). Ranged ki attack, Concentration: Frieza creates a disk of energy and then hurls it at an opponent. Frieza may, after creating the disk, move it in any direction for 60 feet. When the disk enters a space that is occupied by a creature, that creature must make a DC 18 DEX saving throw or take 103 (10d12+13) Slashing damage. If this would reduce a creature to 0 HP the creature dies (no death saving throw). So long as Frieza holds concentration he may move the disk an additional 60 feet at the end of each of his turns. Freiza may hold concentration on two Death Saucers' at the same time.

Frightful Presence: Each creature of Freiza's choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.

Transformation. As a full round action Freiza Transforms into his Golden form.

Legendary Actions

Frieza has can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frieza regains spent legendary actions at the start of their turn.

Attack: Frieza uses his unarmed attack.

Quickshot: Frieza uses his death beam.

Death Cannon (3 actions): Frieza launches a desperate ki attack. One creature that Freiza can see must pass a DC 19 STR saving throw or take 90 (10d10+30) Force damage. On a success the creature redirects the energy blast back towards Freiza, who then takes the damage instead.



Frieza, Golden Form

Medium shapechanger, Chaotic evil


  • Armor Class 27
  • Hit Points 710
  • Speed 90ft., fly 90ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 25 (+7) 15 (+2) 25 (+7) 14 (+2)

  • Condition Immunities All
  • Resistances. Bludgeoning, slashing, peircing, and force.
  • Senses passive Perception 19
  • Languages Common, Space
  • Challenge 30

Legendary Resistance (3/Day). If Frieza fails a saving throw, it can choose to succeed instead.

Transformation. After a number of round equal to 1d4+7 has passed, Frieza returns to his Final form with 1d4 levels of exhaustion. He may not tranform into his Golden Form again until after a long rest.

Planet destroyer. Frieza deals X6 damage to inanimate objects and structures.

Powerful Build. Frieza counts as one size larger when determining the weight he can push, drag, or lift.

Actions

Multiattack. Freiza makes 5 attacks using either his unarmed attack or death beam.

Unarmed Attack. unarmed melee attack: +15 to hit, 5ft, one target. hit: 45 (7d8+10) Bludgeoning damage.

Death beam. Ranged ki Attack: +16 to hit, range 120/600 ft., one target. Hit 58 (5d12 + 20) Force damage plus 56 (8d8+20) piercing damage.

Death ball . Each creature within a 60 foot sphere within 120 feet must make a DC 18 CON saving throw. On a fail the creature takes 104 (8d10+50) Force damage or half as much on a Success.

Destruction (recharge 5-6): Each creature within a 120ft radius of Freiza must succeed a DC 16 DEX saving throw or take 140 Force damage or half as much on a success. All area within the radius of the attack becomes difficult terrain.

Frightful Presence: Each creature of Freiza's choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.

Legendary Actions

Frieza has can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frieza regains spent legendary actions at the start of their turn.

Attack: Frieza uses his unarmed attack.

Quickshot: Frieza uses his death beam.

Death Cannon (3 actions): Frieza launches a desperate ki attack. One creature that Freiza can see must pass a DC 19 STR saving throw or take 130 (10d10+50) Force damage. On a success the creature redirects the energy blast back towards Freiza, who then takes the damage instead.

Equipment

Most Frieza Force Soldiers would be nothing without their gear. Standard issued gear made for various races and body types allows the force to feel like a uniform army.

Scouter

This device worn on one side of the head is used to measure the fighting skill of an opponent. As a minor action, a creature can use the Scouter to determine the base stats and current HP of another creature within 30 feet. They also allow the wearer to cast Message at will to another creature who is also wearing a Scouter.

Arm Blaster

This piece of equipment is used by soldiers who cannot harness ki. This magical ranged weapon has a range of 120/600 and deals 1d12 force damage on a hit.

Battle armor (+1,+2,+3)

This armor is specifically designed to be lightweight and flexible. Many races have the ability to transform, so while the armor provides rigid protection it also can stretch to almost any size. This armor provides +1,+2, or +3 to AC depending on which model is worn. This armor can be used with unarmored defense.