Using This Book

The following pages are a collection of stat blocks and brief descriptions of the many characters that have appeared in the 40+ year run of the Dragon Ball anime and subsequent spin-offs. These pages are designed to help fuel the creatures behind a single one-shot or perhaps even accompany longer running campaigns.

Common stat blocks for creatures such as the Ba from the Dragon Ball Super: Broly film can be found here. Accompanying them are more ‘boss’ themed stat blocks for the likes of Frieza, Buu, Beerus or even the Shenrons.

New Actions

The stat blocks in this book have been built to attempt to keep them as close to their original versions as possible, whilst also making them feasible within the 5e system. As a result, they utilise all of the statistics found within normal stat blocks (such as hit points, armour class, creature types, legendary actions etc) whilst alsoi holding a variety of differences.

One of the bigger differences is that most creatures have had their hit points boosted well over the average hit point recommendation for their challenge rating. Another difference is Z, Super, GT and Heroes actions which are described below:

Z Actions

Similar to lair actions, Z Actions are performed on initiative count 20, losing initiative ties. Unlike Lair Actions, however, monsters with Z Actions do not need to be in a specific location to be able to use them. Not all stat blocks for characters from Dragon Ball Z have Z Actions but those that do can use them to perform extra attacks or enhance other abilities on their stat block.

Super Actions

Also similar to lair actions, Super Actions are performed on initiative count 20 but are used on the first, second and third round of combat in a specific order. For example, Cabba performs a Meteor Crash on Round 1, a Sledgehammer attack on Round 2 and then finishes things off with his Big Bang Cannon. These attacks make up his Saiyan Grit combo attack from the series.

If combat continues past the third round, a character with Super Actions may then choose which Super Action to use each round, moving forward.

GT Actions

Desperation attacks a creature automaticaly makes after being reduced to a certain HP threshold, GT Actions are devastatingly powerful but do not take away from the fact that the user is at death’s door.

Heroes Actions

Heroes Actions are boons that mimic the Epic Boons found in the Dungeon Master’s Guide. These boons are either passive abilities or 1/day effects that a Heroes character can use to enhance their abilities in combat. As with other types of Actions in this book, not all Dragon Ball Heroes characters have these.

Transforming Creatures

Most, if not all, Dragon Ball characters have the ability to adapt or evolve in some way. This takes the form of transformations which have become a staple of Dragon Ball at this point. From the iconic Super Saiyan transformation, there is also Frieza’s ability to unsuppress his power and then transform into a Golden state, Cell’s ability to evolve into a Perfected form and even Syn Shenron takes on a small transformation when he consumes all 7 Dragon Balls.

These transformations have been reflected within this book as well. If certain preconditions are met, some creatures gain the ability to transform. This usually given them new actions or increases their existing ability scores. The challenge of an encounter is greatly increased when a character transforms which should be taken into consideration before deciding if a form is used or not.

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homebrew mug

Yamcha and Puar

The Bandits of Diablo Desert, Yamcha and Puar were known for making the travel across the sands treacherous for travelling merchants or intrepid adventurers. With Puar as the duo’s cunning distraction using their ability to shapeshift into anything, Yamcha acts as the team’s muscle to steal from those who pass through their territory. Despite the best efforts of rival bandit gangs, the two hold the largest territory within the wasteland.

Though they are a fearsome team, they are hindered only by Yamcha’s fear of pretty women. Yamcha yearns for the day he can gain the confidence to talk to a woman and Puar, as Yamcha’s ever loyal friend, does everything they can to help in this endeavour. But, until that day, the two are destined to rob and steal to make ends meet in the desert sands.

Desert Bandit Yamcha

Medium humanoid, chaotic neutral


Armor Class
13 (studded leather)
Hit Points
85
Speed
30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 10 (+0) 12 (+1) 15 (+2)

Skills
Athletics +5, Persuasion +4, Survival +3
Senses
passive Perception 11
Languages
Common
Challenge
2

Wolf of the Desert Yamcha is unable to use Wolf Fang Fist until he reaches half HP where he then drops his Azure Dragon Sword and replaces all attacks with the Azure Dragon Sword with Wolf Fang Fist.

Puar’s Tactics Yamcha has advantage on an attack roll against a creature if Puar is within 5 feet of the creature and they are not incapacitated.

Actions

Multiattack Yamcha makes two Azure Dragon Sword attacks. After his Wolf of the Desert ability activates, Yamcha can make three Wolf Fang Fist attacks.

Azure Dragon Sword +1 Melee Weapon Attack +7 to hit, reach 5ft., one target. Hit: 1d8 + 5 magical slashing damage.

Wolf Fang Fist Melee Weapon Attack +6 to hit, reach 10ft., one target. Hit: 2d6 + 4 bludgeoning damage.

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PART 1 | Dragon Ball

Puar

Small beast, lawful neutral


Armor Class
13
Hit Points
30
Speed
10ft., fly 40ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

Skills
Perception +3, Stealth +5
Senses
passive Perception 13
Languages
Common
Challenge
1/2

Shapechanger Puar can use its action to polymorph into a Large sized creature or object of their choice or back into their true form. Its statistics stay the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Yamcha’s Tactics Puar has advantage on an attack roll against a creature if Yamcha is within 5 feet of the creature and he is not incapacitated.

Actions

Unarmed Strike Melee Weapon Attack +1 to hit, reach 5ft., one target. Hit: 4 bludgeoning damage.

Heavy Hand Puar transforms into a giant hand and attacks. Melee Spell Attack +3 to hit, reach 5ft., one target. Hit: 1d6 + 1 bludgeoning damage.

 

 

Crane Students Tien Shinhan and Chiaotzu

The Crane School focuses on similar tenets to the Turtle School. Yet where the Turtle School believes in gaining strength through dedicated work and looking after oneself, the Crane School believes in gaining power by any means necessary…even if that cost should be oneself. The greatest students of this prestigious martial arts school is none other than Tien Shinhan and Chiaotzu.

Though weaker than his friend, Chiaotzu is a psychic warrior capable of holding a target in place whilst Tien uses his martial skill to take that target down. And should that fail, Tien is capable of using the Crane School’s greatest technique, the Tri-Beam.

Chiaotzu

Small humanoid, lawful evil


Armor Class
13
Hit Points
45
Speed
20ft., fly 35ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 17 (+3)

Skills
Arcana +2, Perception +3
Senses
passive Perception 13
Languages
Common, Telepathy 120ft.
Challenge
1

Actions

Multiattack Chiaotzu makes two Unarmed Strike or two Dodon Ray attacks.

Unarmed Strike Melee Weapon Attack +5 to hit, reach 5ft., one target Hit 1d4 + 3 bludgeoning damage.

Dodon Ray Ranged Spell Attack: +5 to hit, reach 60ft., one target Hit 1d6 + 3 force damage.

Reaction

Psychic Backlash If a creature targets Chiaotzu with an attack, he can use his reaction to force the creature to make a DC 13 Constitution saving throw. On a failed save, the target is paralyzed until its turn ends.

Crane Student Tien Shinhan

Medium humanoid, lawful evil


Armor Class
14 (natural armour)
Hit Points
108
Speed
30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 (+0) 14 (+2) 18 (+4)

Skills
Athletics +5, Intimidation +6, Perception +4
Senses
passive Perception 14
Languages
Common
Challenge
3

Four Witches Technique When Tien Shinhan reaches half HP, he grows two extra arms to attack with. He can use his Unarmed Strike attack four times per turn instead of twice.

Actions

Multiattack Tien Shinhan makes two Unarmed Strike attacks.

Unarmed Strike Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit 1d4 + 3 bludgeoning damage.

Tri Beam (Recharge 6) Tien places his hands together in a triangle shape and fires a burst of energy in a 15 foot cone. Creatures in the cone must make a DC 14 Dexterity saving throw or take 4d10 force damage on a failed save, or half as much on a successful one. Tien can increase the damage Tri Beam does by an extra 1d10 to a maximum of an extra 3d10 by taking 1d10 necrotic damage per extra dice added that can’t be reduced in any way.

Sky Dance Tien casts the Levitate spell on himself. He can do so without needing any verbal, somatic or material components.

Reaction

Kamehameha Reflection When Tien Shinhan is in the area of effect of a spell or class feature with Kamehameha in its name, Tien makes the saving throw against the attack at advantage. Additionally, he takes no damage on a successful save and half as much on a failed save.

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2 PART 1 | Dragon Ball

 

 

Kid Goku

Small Humanoid, lawful neutral


Armor Class
12
Hit Points
90
Speed
30ft., fly 40ft. (Flying Nimbus)

STR DEX CON INT WIS CHA
18 (+4) 13 (+2) 12 (+1) 8 (-1) 12 (+1) 16 (+3)

Skills
Athletics +6, Persuasion +5, Survival +3
Senses
passive Perception 11
Languages
Common
Challenge
3 (5 if Kid Goku uses Great Ape)

Great Ape If Kid Goku looks up at the full moon, he polymorphs into a Great Ape as an action. His statistics change to that of a Great Ape. Any equipment he is wearing or carrying is not transformed. His alignment becomes Chaotic Evil and he reverts to his original form if he is incapacitated or if he dies.

Tail Weakness If a creature uses its action to grapple Kid Goku, they can choose to target his tail. If they’re successful, Kid Goku suffers the Grappled condition along with having disadvantage on any attack rolls, ability checks or saving throws he makes whilst Grappled.

Actions

Multiattack Kid Goku makes two Power Pole attacks.

Power Pole Melee Weapon Attack +6 to hit, reach 30ft., one target. Hit 1d6 + 4 bludgeoning damage.

Kamehameha (Recharge 6) Kid Goku charges energy between his palms and fires out a 15-foot long, 5-foot wide beam of energy. Creatures in that line must make a DC 13 Dexterity saving throw or take 4d8 force damage on a failed save, half as much on a successful save.

Reactions

Mimicry (3/day) When a creature uses a class feature or casts a spell, Kid Goku can use his reaction to mimic the ability. He retains the knowledge of the feature or spell until he uses it as an action or mimics a new feature or spell.

Kid Goku

Throughout the universe, tales of a great hero are sung by every creature that once lived in darkness and who were saved by the light of a Super Saiyan. Known only as Goku, the legends of his deeds are written in stone and he will forever be remembered as the greatest warrior in Universe 7.

But every story has a beginning and even in his youth Goku was proving his strength in tournaments and saving his world from would-be tyrants. Though small in size, Goku is big in spirit and his purity of heart is evident in his travels. His ability to ride the Flying Nimbus and his immunity to attacks such as the Devilmite Beam is proof he’s pure of heart.

But expose the small, tailed ‘human’ to a full moon and Goku transforms into a colossal ape. In this huge form, Goku loses all sense of self and he’ll attack any creatures within range…be they friend or foe. It is thought this powerful, chaotic transformation was the cause of his late grandfather’s death.


3 PART 1 | Dragon Ball

 

 

Master Roshi

Also known as the Turtle Hermit or more formally Muten Roshi, Master Roshi lives alone on a small island far to the south-east of the mainland. Here he trains his body and mind with hard work, good eating and reading…

Admittedly, Roshi is no longer the respectable martial artist he used to be. Though still in his prime physically his mental studies have been taken over by his perverted desires. As such he can no longer ride the Flying Nimbus. This new habit seems to have particularly annoyed his pet turtle, Turtle, who does his best to hide Roshi’s…materials.

But despite Roshi’s seedy habits, his capabilities as a martial artist have not diminished. Still capable of performing the legendary Kamehameha technique that’s powerful enough to destroy the moon, many would-be warriors seek out the hermit to gain his wisdom and learn from the best. Currently the only known students of the Turtle School are the feared Ox King of Ox Mountain and Gohan, the recluse of Mount Paozu.

Master Roshi

Small humanoid, neutral good


Armor Class
14
Hit Points
100
Speed
30ft.

STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 10 (+0) 10 (+0) 20 (+5) 9 (-1)

  • Skills Insight +7, Perception +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge 3 (4 if Roshi uses Max Power)

Max Power When Master Roshi hits 0 HP, his hit points reset to 30 and he recharges his Original Kamehameha. Additionally Roshi’s size becomes Medium, his muscles increase in size and his Dexterity and Strength scores switch. He also gains resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.

Actions

Multiattack Master Roshi makes two Quarterstaff attacks.

Quarterstaff Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit 1d6 + 4 bludgeoning damage.

Original Kamehameha (Recharge 6) Master Roshi charges energy between his palms and fires out a 30-foot long, 5-foot wide beam of energy. Creatures in that line must make a DC 15 Dexterity saving throw or take 5d8 force damage on a failed save, half as much on a successful one.

Sleepy Boy (3/day) Master Roshi uses weird sounds and hand motions to confuse and hypnotise one creature he can see within 30 feet of him. The creature must make a DC 15 Wisdom saving throw or fall asleep. The creature cannot be awakened unless they take damage, another creature uses its action to wake them or 1 minute passes.

Evil Containment Wave (1/day) Using a tiny container and his own life force, Master Roshi attempts to trap another creature in the container. Master Roshi targets a creature within 30 feet of him to make a DC 15 Wisdom saving throw. On a failed save, the creature is restrained. At the end of each of their next turn, a creature can remake the saving throw, ending the effect on a successful save or becoming trapped in the container on a failed save. A creature trapped in this way cannot move, take actions, bonus actions or reactions.

After a creature fails or succeeds a saving throw triggered by this ability, he takes 4d6 necrotic damage that cannot be reduced in any way.

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PART 1 | Dragon Ball

 

 

Monster Carrot

Medium humanoid, chaotic neutral


Armor Class
14
Hit Points
75
Speed
26ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 15 (+2) 10 (+0) 9 (-1) 12 (+1)

Skills
Deception +5, Persuasion +3, Sleight of Hand +5
Senses
passive Perception 9
Languages
Common
Challenge
2

Actions

Bunny Kick. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3d6 + 1 bludgeoning damage.

Magic Touch (Recharge 6). Monster Carrot can touch a creature he can see within 5 feet of him. That creature must succeed on a DC 11 Wisdom saving throw or become restrained as their skin begins to turn orange. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is polymorphed into a carrot until freed by the Greater Restoration spell or other magic.

As a carrot, a creature has an AC of 10, a movement speed of 0ft., and cannot perform any actions, bonus actions or reactions. Furthermore, the target’s worn and held equipment meld into its new form and the target cannot gain any benefits from its equipment.

Oolong

Small humanoid, chaotic neutral


Armor Class
12
Hit Points
4
Speed
25ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 7 (-2)

Senses
passive Perception 12
Languages
Common
Challenge
1/8

Actions

Rocket Tackle. Ranged Weapon Attack: +4 to hit, reach 60ft., one target. Hit 2d6 + 2 bludgeoning damage. Oolong transforms into a rocket and moves towards a creature, without provoking opportunity attacks. Oolong can fly during the movement of this attack and reverts back to his normal form after making this attack.

Mallet. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 1d6 - 1 bludgeoning damage.

Shapeshifting (5/day). Oolong can cast True Polymorph on himself. When he does so, he can polymorph himself into a nonmagical item that is no larger than 10 foot on a side or a creature of CR 1/2 or lower. Oolong must concentrate to maintain the new form and the effect lasts for a minute.

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5

PART 1 | Dragon Ball

 

 

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Pilaf Gang

Made up of just three members, the Pilaf Gang have delusions of one day ruling the world. Currently, their base of operations is a castle deep within Mushroom Forest. From there their shadow of terror falls upon the forest, scaring the inhabitants into a stupor.

Well…that’s what they’d lke to think anyway. Unfortunately, the Pilaf Gang are mostly ridiculed for their dead end schemes and their inability to fight. But with Emperor Pilaf’s scientific advancements, their new robots may be up to the able to help the gang realise their dream of world domination.

Pilaf Machine

The Combined Pilaf Machine is a construct built up of three separate robots made up of three smaller constructs. Engineered by Emperor Pilaf, these constructs don’t match the supremacy of the robots and androids built by the Red Ribbon Army and Capsule Corporation but they’re still capable of destruction of their own.

Integrated Arsenal A Pilaf Machine is capable of wielding a variety of weapons such as swords, flails or hammers. However they are also integrated with weaponry such as a Flamethrower, Gatling Gun, Missile Launcher or a Laser Blaster.

Combined Pilaf Machine

Large construct


Armor Class
18 (natural armour)
Hit Points
86
Speed
30ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 10 (+0)

Damage Resistances
bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60ft., passive Perception 9
Languages
-
Challenge
2

Magic Resistance The Pilaf Machine has advantage on saving throws against spells and other magical effects.

Piloted Construct The Pilaf Machine requires at least one medium humanoid to pilot the machine but can hold up to three pilots. Whilst inside the suit the pilot can use the Pilaf Machine’s movement speed and has access to its traits. Whilst inside the suit the pilot can’t use its own traits and has full cover. If the Pilaf Machine drops to 0 hit points, the pilot is ejected into an unoccupied location within 5 feet of the Pilaf Machine and falls prone.

Construct Nature The Pilaf Machine does not require air, food, water or sleep.

Actions

Flail Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d8 + 3 bludgeoning damage.

Cannon Fire Ranged Weapon Attack +5 to hit, reach 5ft., one target. Hit 2d6 + 3 bludgeoning damage.

Full Power Energy Wave (Recharge 6) The Pilaf Machine fires a 30-foot long and 5 foot wide beam of energy from its head. Creatures in this area must succeed on a DC 13 Dexterity saving throw or take 5d8 force damage on a failed save, or half as much on a successful one. The Pilaf Machine can change the damage type to fire or lightning instead of force.

6

PART 1 | Dragon Ball

 

 

Emperor Pilaf

Small humanoid, neutral evil


Armor Class
19
Hit Points
8
Speed
25ft.

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

Senses
passive Perception 10
Languages
Common
Challenge
1/8

Actions

Switchblade Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1d4 + 1 piercing damage.

Shu

Small beast, lawful neutral


Armor Class
13
Hit Points
16
Speed
25ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Senses
passive Perception 10
Languages
Common
Challenge
1/2

Actions

Multiattack Shu makes two Shortsword attacks. He can swap a Shortsword attack for a Ninja Star attack.

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

Ninja Star Ranged Weapon Attack +5 to hit, reach 20/60 ft., one target. Hit 1d4 + 3 piercing damage.

Mai

Medium humanoid, lawful neutral


Armor Class
16
Hit Points
22
Speed
30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 11 (+0)

Senses
passive Perception 11
Languages
Common
Challenge
1/2

Actions

Unarmed Strike Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d4 + 2 bludgeoning damage.

Pistol Ranged Weapon Attack: +4 to hit, reach 60/180ft., one target. Hit 2d6 + 2 piercing damage.

Grenade (1/day) Mai throws a grenade at a location within 60 feet of him. The grenade explodes in a 10 foot radius when it lands. Creatures within this radius must make a DC 11 Dexterity saving throw or take 3d10 fire damage on a failed save, or half as much on a successful one.

homebrew mug Art by rachelordwayart

7

PART 1 | Dragon Ball

 

 

Mercenary Tao

Medium humanoid, lawful evil


Armor Class
16 (natural armour)
Hit Points
70
Speed
30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 17 (+3) 10 (+0) 14 (+2)

Skills
Acrobatics +6, Insight +2, Intimdation +4
Senses
passive Perception 10
Languages
Common
Challenge
2

Flying Pillar On initiative count 20, Mercenary Tao throws his pillar and jumps onto it without triggering opportunity attacks. He then lands on a space within 120 feet of his original space. Creatures within 10 feet of the new location take 2d6 bludgeoning damage.

Actions

Multiattack Mercenary Tao makes two Unarmed Strikes or Dodon Ray attacks. Mercenary Tao can swap an Unarmed Strike for a Dodon Ray during their Multiattack.

Unarmed Strike Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit 1d4 + 4 bludgeoning damage.

Dodon Ray Ranged Spell Attack +5 to hit, reach 60ft., one target. Hit 1d6 + 3 force damage.

Grenade (2/day) Mercenary Tao throws a grenade at a location within 60 feet of him. The grenade explodes in a 10 foot radius when it lands. Creatures within this radius must make a DC 13 Dexterity saving throw or take 3d10 fire damage on a failed save, or half as much on a successful one.

Master Shen

Small humanoid, wordy evil


Armor Class
13
Hit Points
59
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0)

Skills
Deception +4, Sleight of Hand +5
Senses
passive Perception 11
Languages
Common, Telepathy 60ft.
Challenge
2

Actions

Multiattack Master Shen makes two Unarmed Strikes.

Unarmed Strike Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit 1d4 + 3 bludgeoning damage.

Dodon Ray Ranged Spell Attack +6 to hit, reach 90ft., one target. Hit 1d6 + 4 force damage.

Bonus Actions

Flurry of Blows Master Shen makes an Unarmed Strike or Dodon Ray attack.

Step of the Sky Master Shen takes the Dash or Disengage action as a bonus action.

Patient Defence Master Shen increases his AC by 1d6 until the start of his next turn.

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8

PART 1 | Dragon Ball

 

 

Giras

Medium monstrosity, lawful neutral


Armor Class
13 (natural armour)
Hit Points
36
Speed
30ft., fly 40ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Senses
passive Perception 9
Languages
Common
Challenge
1/4 (50 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d6 + 2 slashing damage.

Merry-Go-Round Gum. A Giras can spit out a blob of gum that wraps itself around its target. A creature must succeed on a DC 10 Dexterity saving throw or become grappled and restrained by the gum for 1 minute. A creature can make a DC 10 Strength saving throw at the end of each of its turns, ending the effect on a successful save.

Magmaras

Large monstrosity, chaotic good


Armor Class
14 (natural armour)
Hit Points
61
Speed
30ft., fly 40ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 9 (-1)

Damage Vulnerabilities
cold
Damage Immunities
fire
Senses
darkvision 60 ft., passive Perception 10
Languages
Common
Challenge
1 (200 XP)

Heated Body. A creature that touches the Magmaras or hits it with a melee attack while within 5 feet of it takes 1d6 fire damage.

Actions

Multiattack. A Magmaras can make two Claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d6 + 2 slashing damage, plus 1d4 fire damage.

Dark Giras

Large monstrosity, lawful evil


Armor Class
14 (natural armour)
Hit Points
78
Speed
30ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Damage Immunities
necrotic, poison
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Abyssal
Challenge
3

Light Sensitivity. While in bright light, a Dark Giras has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. A Dark Giras can make two Claw attacks. It can also use Shadow Jump once, either before or after one of these attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d6 + 3 slahing damage, plus 1d8 necrotic damage.

Shadow Jump. A Dark Giras can teleport up to 30 feet to a location it can see. Both the space it is leaving and its destination must be in dim light or darkness.

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9

PART 1 | Dragon Ball

 

 

Hikui Bird

Large beast, unaligned


Armor Class
12
Hit Points
8
Speed
10ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2)

Damage Immunities
fire
Senses
darkvision 60 ft., passive Perception 12
Languages
None
Challenge
0

Flame Absorption. Whenever a Hikui Bird is subjected to fire damage, it takes no damage and regains a number of hit points equal to half of the fire damage dealt.

Actions

Horn. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d4 + 2 fire damage.

Immortal Phoenix

Large elemental, Neutral


Armor Class
15
Hit Points
122
Speed
20ft., fly 90ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 10 (+0) 5 (-3) 7 (-2)

Saving Throws
Dexterity +8
Damage Vulnerabilities
poison

Damage Resistances fire, lightning, radiant, thunder

Condition Immunities
exhaustion, paralyzed, petrified, stunned
Senses
darkvision 60 ft., passive Perception 14
Languages
None
Challenge
8

Immortal. Unless an Immortal Phoenix is erased via a Hakai, Disintergrate or Wish spell or a similar spell or magical effect , it revives after 1d10 days. An Immortal Phoenix can also never age, magically or otherwise, and

Flyby. An Immortal Phoenix doesn’t provoke an opportunity attacks when it flies out of an enemy’s reach.

Illumination. An Immortal Phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Actions

Multiattack. An Immortal Phoenix can make one Beak attack and one Divine Talons attack

Beak. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 2d6 + 8 piercing damage.

Divine Talons. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 2d8 + 8 radiant damage.

Shared Gift (1/year). An Immortal Phoenix can grant immortality to one creature it touches. The creature no longer ages and, as a result, cannot die from old age. The creature can also not be aged magically.

homebrew mug

10

PART 1 | Dragon Ball

 

 

Giant Electric Eel

Large beast, unaligned


Armor Class
12
Hit Points
22
Speed
10ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 7 (-2)

Damage Resistances
lightning
Senses
darkvision 60 ft., passive Perception 10
Languages
None
Challenge
1/2

Water Breathing. A Giant Electric Eel can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d6 + 2 piercing damage, plus 1d10 lightning damage.

Inoshikacho

Large beast, neutral evil


Armor Class
18 (chain mail, shield)
Hit Points
51(1d4 + 5)
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 10 (+0)

Senses
passive Perception 14
Languages
Common
Challenge
2

Charge. If an Inoshikacho moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack. Inoshikacho makes two attacks: one with its Tusks and another with its Ram attack.

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

Ram. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Namek Frog

Tiny beast, unaligned


Armor Class
12 (chain mail, shield)
Hit Points
4(1d4 + 5)
Speed
20ft., swim 30ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Senses
blindsight 10 ft., passive Perception 9
Languages
None
Challenge
0

Keen Hearing. A Namek Frog has advantage on Wisdom (Perception) checks that rely on hearing.

Amphibious. A Namek Frog can breathe air and water.

Standing Leap. A Namek Frog’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Bear Thief

Huge beast, neutral evil


Armor Class
14 (scale mail)
Hit Points
28
Speed
40ft., climb 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 10 (+0) 12 (+1) 15 (+2)

Skills
Intimidation +4, Perception +5
Senses
passive Perception 15
Languages
Common
Challenge
1

Keen Smell. The Bear Thief has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The Bear Thief makes two Azure Dragon Sword attacks.

Azure Dragon Sword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2d6 + 4 slashing damage. Creatures within 5 feet of the target take an additional 1d6 bludgeoning damage as his attack creates a small shockwave.

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11

PART 1 | Dragon Ball

 

 

Bacterian

Large humanoid, chaotic neutral


Armor Class
13
Hit Points
95
Speed
30ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 9 (-1) 10 (+0) 12 (+1)

Condition Immunities
poisoned
Senses
passive Perception 10
Languages
Common
Challenge
2

Bad Breath. Any creature that starts its turn within 5 feet of Bacterian must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful save, the creature is immune to Bacterian’s Bad Breath for 1 hour.

Actions

Multiattack. Bacterian makes a Smelly Punch attack and then he Farts.

Smelly Punch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 1d8 + 4 bludgeoning damage, plus 1d6 poison damage.

Fart. Bacterian farts, emitting a 10-foot cone of gas behind him. Creatures in this area must succeed on a DC 13 Constitution saving throw or take 2d6 poison damage.

Deep Throated Mucus Filled Loagie Of Death (Recharge 5-6). Bacterian spits at a creature he can see within 30 feet of him. The creature, and all creatures but Bacterian within 5 feet of the original target must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. A creature that succeeds takes half of this damage and is not poisoned. A creature poisoned in this way may repeat the saving throw at the end of each of its turns, ending the effect on a success.

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homebrew mug

King Piccolo

Leader of the Demon Clan and other half of Earth’s Guardian, Kami, King Piccolo is nearing the end of his natural life. Decades ago, King Piccolo terrorised the Earth with his army of Demon offspring until he was stopped by the great Master Mutaito and his students Roshi and Shen. Trapped by Mutaito in an Air Fryer, King Piccolo was recently by the self-proclaimed Emperor Pilaf.

Now a fraction of his former self, King Piccolo is no longer capable of the same great devastation he was capable of in his youth. With the few Demon offspring he can muster, King Piccolo is searching for the mythical Dragon Balls so that he may regain his youth and his lost empire.

King Piccolo

Medium humanoid, neutral evil


Armor Class
16 (natural armour)
Hit Points
95
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

Skills
Arcana +2, History +2, Persuasion +6
Senses
passive Perception 11
Languages
Common, Telepathy 60ft.
Challenge
4

Life Link King Piccolo is connected with the Guardian known as Kami. Should either King Piccolo or Kami drop to 0 HP then so does the other.

Regeneration King Piccolo regains 10 HP at the start of his turn. If King Piccolo takes fire damage, this trait doesn’t function at the start of King Piccolo’s next turn.

Great Namekian When King Piccolo reaches half HP, he enters a state of rage. King Piccolo’s size becomes large and his Unarmed Strike and Ki Blast attacks deal an extra 1d4 damage.

Rebirth When King Piccolo reaches 0 HP, he spits out an egg in a space within 5 feet of him. The egg hatches in 1d6 days to birth a young Piccolo Jr. If the egg is not destroyed or young Piccolo Jr is not killed, Kami is not affected by King Piccolo’s death. Young Piccolo Jr grows to fulfil his statblock within 1d6 months.

Actions

Multiattack King Piccolo makes three Unarmed Strike attacks or Ki Blast attacks.

Unarmed Strike Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit 2d4 + 4 bludgeoning damage.

Ki Blast Ranged Spell Attack +6 to hit, reach 90ft., one target. Hit 2d4 + 4 force damage.

Birth Dark Vassal (1/day) King Piccolo spits out an egg from his mouth in a space within 30 feet of him. The egg hatches in 1d4 rounds, spawning a Demon Clansman in the same space as the egg. The Demon Clansman acts on its own initiative as an ally of King Piccolo.

12

PART 1 | Dragon Ball

 

 

Dark Vassals

Dark Vassals are creatures born from the evil King Piccolo. The darkness of their father appears to have seeped into them. Sadistic and cruel, Dark Vassals fight to hurt and torture with winning simply being a secondary objective.

Demonic Namekians Due to the darkness that goes into creating them, these mutated Namekians no longer resemble others of their species. Twisted by their evil father, some of these Dark Vassals may bear demon horns, dragon wings or bestial claws. In the past, there used to be hundreds of Dark Vassals under the command of King Piccolo but now only a handful exist.

Loyal Soldiers Birthed as adults, they are immediately capable of joining their master’s ranks. Following King Piccolo with an unhealthy devotion, a Dark Vassal will perform any command for their master even if it would cost them their life.

Demon Clansman

Medium monstrosity, lawful evil


Armor Class
14 (natural armour)
Hit Points
66
Speed
30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 13 (+1)

Senses
darkvision 30ft., passive Perception 10
Languages
Common
Challenge
1

Piccolo Fanatic The Demon Clansman has advantage on saving throws against being charmed or frightened. While the Demon Clansman can see King Piccolo or higher-ranking Dark Vassal friendly to it, the Demon Clansman ignores the effects of being charmed or frightened.

Actions

Multiattack A Demon Clansman can make an attack with its claws and its tail. Both attacks cannot target the same creature.

Claw Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit 1d6 + 2 slashing damage

Tail Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit 1d6 + 2 bludgeoning damage.

Elite Demon Clansman

Medium monstrosity, lawful evil


Armor Class
15 (natural armour)
Hit Points
80
Speed
30ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2)

Senses
darkvision 30ft., passive Perception 10
Languages
Common, Namekian
Challenge
3

Piccolo Fanatic The Elite Demon Clansman has advantage on saving throws against being charmed or frightened. While the Elite Demon Clansman can see King Piccolo or higher-ranking Dark Vassal friendly to it, the Elite Demon Clansman ignores the effects of being charmed or frightened.

Actions

Multiattack The Elite Demon Clansman makes three melee attacks. They can swap a melee attack for a Ki Blast attack.

Claw Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit 1d6 + 3 slashing damage.

Tail Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit 1d6 + 3 bludgeoning damage.

Ki Blast Ranged Spell Attack +4 to hit, reach 90ft., one target. Hit 1d4 + 2 force damage.

Mystic Breath The Elite Demon Clansman takes a deep breath and exhales a powerful wind in a 15 foot cone in front of them. Creatures within this cone must make a DC 12 Dexterity saving throw or take 4d8 force damage and be pushed back 15 feet on a failed save. On a successful save, a creature takes half damage is not pushed backwards.

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13

PART 1 | Dragon Ball

 

 

Tambourine

Small monstrosity, lawful evil


Armor Class
14 (natural armour)
Hit Points
84
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3)

Condition Immunities
charmed, frightened
Senses
darkvision 60ft., passive Perception 10
Languages
Common, Namekian
Challenge
3

Actions

Multiattack Tambourine makes two Unarmed Strikes.

Unarmed Strike Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 2d4 + 3 bludgeoning damage.

Evil Cannon Tambourine fires a beam of energy in a 20-foot long, 5 feet wide line in front of him. Creatures in this line must make a DC 13 Dexterity saving throw or take 4d8 force damage on a failed save, or half as much on a successful one.

Reactions

One-Hundred Arms When Tambourine is hit by a melee attack, Tambourine can make two Unarmed Strike attacks against the creature that hit him.

Cymbal

Medium monstrosity, lawful evil


Armor Class
16 (natural armour)
Hit Points
92
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 9 (-1) 10 (+0) 15 (+2)

Senses
darkvision 30ft., passive Perception 10
Languages
Common
Challenge
3

Actions

Multiattack Cymbal makes an Unarmed Strike and an Electric Shock attack.

Unarmed Strike Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Electric Shock Cymbal fires a mass of electricity at a creature within 30 feet of him. The creature must make a DC 12 Dexterity saving throw or take 1d8 + 2 lightning damage and become paralyzed until the end of Cymbal’s next turn. On a successful save, a creatuer takes half damage and isn’t paralyzed.

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14

PART 1 | Dragon Ball

 

 

Piccolo Jr

Medium humanoid, neutral evil


Armor Class
16 (natural armour)
Hit Points
122
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 12 (+1) 10 (+0) 20 (+5)

Skills
Arcana +3, History +3, Intimidation +7
Senses
passive Perception 10
Languages
Common, Telepathy
Challenge
4

Life Link Piccolo Jr is connected with the Guardian known as Kami. Should either Piccolo Jr or Kami drop to 0 HP then so does the other.

Regeneration Piccolo Jr regains 10 HP at the start of his turn. If Piccolo Jr takes fire damage, this trait doesn’t function at the start of Piccolo Jr’s next turn.

Namek Finger If Piccolo Jr uses his action to grapple, shove or make an unarmed strike, he can choose a target within 15 feet of him instead of 5 feet.

Actions

Multiattack Piccolo Jr makes two Unarmed Strikes or two Ki Blast attacks.

Unarmed Strikes Melee Weapon Attack +6 to hit, reach 15ft., one target. Hit 2d4 + 4 bludgeoning damage.

Ki Blast Ranged Spell Attack +7 to hit, reach 120ft., one target. Hit 2d4 + 4 force damage.

Special Beam Cannon (Recharges 5-6) Piccolo fires a beam of energy in a 60-foot long, 5 feet wide line in front of him. Creatures in the line must make a DC 15 Dexterity saving throw or take 6d8 magical piercing damage on a failed save, half as much on a successful one.

Art by zino@wolfox004

Piccolo Junior

The son of the once great and now very dead King Piccolo, Piccolo Jr is also the reincarnation of the King. As such he is also linked to Kami and either one will die if the other does too.

The Apple Does Drop Far From The Tree Though Piccolo Jr holds the same desire to rule the Earth as his father did, the malice King Piccolo showed is quelled somewhat in his son. Softened by the kindness he sees others show their friends, King Piccolo is beginning to second guess his desire to dominate the world.

Terror of the World Tournament Still this won’t stop Piccolo Jr from continuing his father’s plans. Knowing his greatest obstacles to his plans frequent the World Tournament, Piccolo decides to enter the tournament to challenge the person who defeated his father, Goku. Whilst fighting through the rounds of the tournament, Piccolo is challenged by a bookish looking human named Hero. Proving to be Kami in disguise, they are defeated when Piccolo reflects Kami’s attempt to trap him in a jar. After defeating Kami , he then faces Piccolo Jr in the finals.

Fighting a Saiyan Five years after his defeat at the World Tournament, Piccolo meets Raditz, a powerful warrior who humiliates Piccolo by being completely unphased by his attacks. When next they meet, Piccolo has teamed him up with his arch-enemy Goku and together they’re able to take down Raditz. In the fight, Raditz informs the two that more Saiyans are coming and Goku loses his life in the fight. In order to protect the world he plans to rule, Piccolo kidnaps Goku’s son Gohan in order to bring out the young boy’s latent power. What ensues is 12 long months of training and bonding with the only friend Piccolo has ever known.


15 PART 1 | Dragon Ball

 

 

 

 

Goku

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homebrew mug

Goku, Start of Z

Medium humanoid, lawful good


Armor Class
17 (natural armour)
Hit Points
139
Speed
30ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 20 (+5)

Saving Throws
Dexterity +5, Charisma +7,
Skills
Athletics +6, Perception +6, Survival +4
Senses
passive Perception 16
Languages
Common
Challenge
5

Actions

Multiattack Goku makes three Unarmed Strike or Ki Blast attacks.

Unarmed Strike Melee Weapon Attack +7 to hit, range 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Ki Blast Ranged Spell Attack +8 to hit, reach 60/320ft., one target. Hit 2d6 + 5 force damage.

Kamehameha (Recharge 5-6) Goku charges energy between his palms and fires out a 20-foot long, 5 feet wide beam of energy. Creatures in that line must make a DC 16 Dexterity saving throw or take 4d8 force damage on a failed save, half as much on a successful one.

Spirit Bomb (1/day) Goku summons a ball of energy in his hand and launches it at a point he can see within 120 feet of him. The bomb explodes in a 20-foot radius at that point. All creatures within that radius must make a DC 16 Dexterity saving throw or take 3d12 force damage on a failed save, or half as much on a successful one. Creatures of a good alignment make this save with advantage and creatures of an evil alignment make the save with disadvantage.

Goku can choose not to throw the Bomb and instead hold the Bomb in his hand. For each turn he holds the Bomb the damage it deals increases by 1d12 and he can hold the Bomb in this way for up to 1 minute. He is concentrating on the Spirit Bomb whilst charging it as if concentrating on a spell and the Spirit Bomb explodes in his hand if he loses concentration.

Bonus Action

Kaio-Ken As a bonus action on his turn, Goku can utilise the Kaio-Ken technique. He can choose to use which variation of Kaioken he uses which provides him with that variation’s benefits and drawbacks as listed below. Goku loses the benefits at the start of his next turn and must use a Bonus Action to use Kaio-Ken again.

Kaio-Ken Goku gains a +2 bonus to his attack and damage rolls for his Unarmed Strike and Ki Blast. He also take 10 necrotic damage that can’t be reduced in any way.

Kaio-Ken x3 Goku gains the benefits of Kaio-Ken and his Kamehameha attack deals an extra 2d8 force damage when used. He also take 15 necrotic damage that can’t be reduced in any way.

Kaio-Ken x20 Goku gains the benefits of Kaio-Ken and Kaio-Ken x3 and he gains resistance to bludgeoning, piercing and slashing damage. He also takes 20 necrotic damage that can’t be reduced in any way.

16

PART 2 | Dragon Ball Z

 

 

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homebrew mug

Goku, Middle of Z

Medium humanoid, lawful good


Armor Class
18 (natural armour)
Hit Points
226
Speed
40ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 10 (+0) 15 (+2) 21 (+5)

Saving Throws
Dexterity +7, Charisma +9
Skills
Athletics +10, Perception +8, Survival +8
Condition Immunities
frightened
Senses
passive Perception 12
Languages
Common, Telepathy 60ft.
Challenge
11

Legendary Resistance (2/day) If Goku fails a saving throw, he can choose to succeed instead.

Super Saiyan. When Goku’s hit points are reduced to half of their maximum total, he can transform into a Super Saiyan. Large or smaller creatures within 10 feet of Goku are pushed away from him 15 feet as Goku enters this transformation. His Super Kamehameha recharges, he gains resistance to bludgeoning, piercing and slashing damage from nonmagical attacks and Goku gains a +1 to his attack and damage rolls.

Finally, whilst transformed in this way, Goku’s alignment becomes Chaotic Good.

Actions

Multiattack Goku makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blasts or Invisible Eye Blasts.

Unarmed Strike. Melee Weapon Attack: +9 to hit, range 5ft., one target. Hit 2d8 + 5 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +9 to hit, range 120/400ft., one target. Hit 2d8 + 5 force damage.

Invisible Eye Blast. Ranged Spell Attack: +9 to hit, range 30ft., one target. Hit 1d10 + 5 force damage. If this attack targets a creature without truesight, it is made with advantage.

Super Kamehameha (Recharge 5-6). Goku fires a beam of energy in a 120 foot long 10-feet wide line in front of him. Creatures in this line must suceed on a DC 17 Dexterity saving throw or take 9d10 force damage on a failed save, or half as much on a successful one

Large Spirit Bomb (1/day). Goku summons a ball of energy above him and launches it at a point he can see within 120 feet of him. The bomb explodes in a 30 foot radius at that point. Creatures within this radius must succeed on a DC 17 Dexterity saving throw or take 6d12 force damage on a failed save, or half as much on a successful one. Creatures of a good alignment make this save with advantage and creatures of an evil alignment make the save with disadvantage.

Goku can choose not to throw the Bomb and instead hold the Bomb above him. For each turn he holds the Bomb the damage it deals increases by 1d12 and he can hold the Bomb in this way for up to 1 minute. He is concentrating on the Spirit Bomb whilst charging it as if concentrating on a spell and the Spirit Bomb explodes directly above Goku if he loses concentration.

Z Action

On initiative count 20, Goku uses a Z Action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Instant Transmission. Goku vanishes, and then reappears, within 10 feet of a creature he can see within 120 feet of him.

Super Saiyan Recovery. Goku, or a creature within 30 feet of Goku, regains 3d6 + 5 hit points.

Twin Dragon Recovery. Goku suspends two spheres of Ki in mid-air in two separate locations within 120 feet of him. If a creature moves within 10 feet of them, or on the next initiative count 20, the spheres explode. Creatures within a 10 feet radius of the spheres must succeed on a DC 17 Dexterity saving throw or take 3d10 force damage.

17

PART 2 | Dragon Ball Z

 

 

Goku, End of Z

Medium humanoid, lawful good


Armor Class
20 (natural armour)
Hit Points
296
Speed
45ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 17 (+3) 10(+0) 16 (+3) 22 (+6)

Saving Throws
Strength +10, Dexterity +9, Charisma +11
Skills
Athletics +10, Perception +8, Persuasion +12, Survival +8
Condition Immunities
frightened
Senses
passive perception 18
Languages
Common, Telepathy 60ft.
Challenge
16

Legendary Resistance (3/day) If Goku fails a saving throw, he can choose to succeed instead.

Super Saiyan. When Goku’s hit points are reduced to 50 less than their maximum, or as an action on his turn, Goku can transform into a Super Saiyan. Large or smaller creatures within 10 feet of Goku are pushed 15 feet away from Goku as he transforms. His True Kamehameha recharges, he gains resistance to bludgeoning piercing and slashing damage from nonmagical attacks and Goku gains a +1 bonus to his attack and damage rolls.

Super Saiyan 2. When Goku’s hit points are reduced to 100 less than their maximum, Goku can transform into a Super Saiyan 2. Large or smaller creatures within 30 feet of Goku are pushed 20 feet away from him as he transforms. His True Kamehameha recharges, he gains resistance to lightning damage and Goku gains an extra +1 bonus to his attack and damage rolls. He also gains an extra damage die to his attacks.

Super Saiyan 3. When Goku’s hit points are reduced to 150 less than their maximum, Goku can transform into a Super Saiyan 3. Upon transforming into a Super Saiya 3, Goku casts Storm of Vengeance centred on himself and is unaffected by the properties of the spell. His True Kamehameha recharges, he gains resistances to fire, cold and force damage and Goku an extra +1 bonus to his attack and damage rolls.

Finally, whilst transformed as a Super Saiyan 3, Goku’s alignment becomes Chaotic Good.

Actions

Multiattack. Goku makes thre Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, range 5ft., one target. Hit 2d8 + 5 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +10ft., range 120/500ft., one target. Hit 2d8 + 6 force damage.

True Kamehameha (Recharge 5-6). Goku fires a beam of energy in a 120 foot long 10-feet wide line in front of him. Creatures in this line must suceed on a DC 17 Dexterity saving throw or take 14d10 force damage on a failed save, or half as much on a successful one.

Super Spirit Bomb (1/day). Goku summons a ball of energy above him and launches it at a point he can see within 120 feet of him. The bomb explodes in a 40 foot radius at that point. Creatures within this radius must succeed on a DC 19 Dexterity saving throw or take 9d12 force damage on a failed save, or half as much on a successful one. Creatures of a good alignment make this save with advantage and creatures of an evil alignment make the save with disadvantage.

Goku can choose not to throw the Bomb and instead hold the Bomb above him. For each turn he holds the Bomb the damage it deals increases by 2d12 and he can hold the Bomb in this way for up to 1 minute. He is concentrating on the Spirit Bomb whilst charging it as if concentrating on a spell and the Spirit Bomb explodes directly above Goku if he loses concentration.

Legendary Actions

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

Instant Transmission. Goku vanishes, and then reappears, within 20 feet of a creature he can see within 240 feet of him.

Saiyan Spirit. Goku roars, pushing bursts of Ki in all directions. Creatures within 20 feet of Goku must succeed on a DC 19 Strength saving throw or be pushed 40 feet away from Goku.

Dragon Fire (2 actions). Goku moves up to 90 feet to a creature he can see within range without provoking opportunity attacks before attacking them with an unarmed strike. This attack is made with advantage and, if it hits, the attack deals an extra 6d8 fire damage as the form of a Wish Dragon pierces the creature.

homebrew mug

homebrew mug

18

PART 2 | Dragon Ball Z

 

 

Gohan (Adult)

Medium humanoid (half-saiyan), weird neutral


Armor Class
18 (natural armour)
Hit Points
312
Speed
25ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 17 (+3) 21 (+5) 15 (+2) 19 (+4)

Saving Throws
Str +10 Int +11, Cha +10
Skills
Arcana +21, Intimidation +20, Perception +20
Condition Immunities
charmed, frightened
Damage Immunities
bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
passive Perception 14
Languages
Common
Challenge
17

Legendary Resistance (3/day). If Gohan fails a saving throw, he can choose to succeed instead.

Special Equipment. Gohan is equipped with a Hero Watch and the Zeta Sword.

Actions

Multiattack. Gohan makes three Unarmed Strikes or Zeta Sword attacks. He can replace any number of attacks with an equal number of Ki Blast attacks.

Zeta Sword. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 2d6 + 7 slashing damage.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 2d10 + 6 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +10 to hit, reach 120ft., one target. Hit 2d10 + 4 force damage.

Super Kamehameha (Recharge 5-6). Gohan fires a beam of energy in a 120 foot long 10-feet wide line in front of him. Creatures in this line must suceed on a DC 18 Dexterity saving throw or take 14d10 force damage on a failed save, or half as much on a successful one.

Transformation. Gohan uses one of the following transformation options.

Class-Up: Super Saiyan

Super Class-Up: Super Saiyan 2

Ultimate Class-Up: Potential Unleashed

Legendary Actions

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

Dragon Strike. Gohan makes an Unarmed Strike against a creature he can see within range. On a hit, the creature takes an additional 3d6 force damage and is knocked back 60 feet.

Thunder Bullet. Gohan fires a Ki Blast attack against a creature he can see within range. If there are creatures within 5 feet of the targeted creature, and the attack roll would also hit them, they also take the damage from this Ki Blast.

Hyper Masenko (3 actions). Gohan fires a Masenko in a 60-foot long, 5 foot wide line in front of him. Creatures in this line must succeed on a DC 24 Dexterity saving throw or take 5d8 force damage. On a failed save, a creature takes half as much damage.

 

 

Farmer

Medium humanoid, unaligned


Armor Class
10
Hit Points
9
Speed
30ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills
Nature +3, Survival +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
1/8 (25 XP)

Actions

Pitchfork. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1d6 piercing damage.

Shotgun. Ranged Weapon Attack: +2 to hit, reach 80/240ft., one target. Hit 2d10 piercing damage.

Ostrich Chicken

Medium beast, unaligned


Armor Class
11
Hit Points
15
Speed
8ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

Senses
passive Perception 9
Languages
None
Challenge
1/8 (25 XP)

Bad Flier. The ostrich chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.

Actions

Multiattack. The ostrich chicken makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1d4 piercing damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1d6 + 1 slashing damage.

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The Saiyans

Saiyans are a race of extraterrestrial beings that used to dwell on the Planet Sadala. Due to internal conflict, this planet was destroyed and the Saiyans had to find a new world to live on. Eventually settling on Planet Plant, the Saiyans conquered the resident Plantians and Tuffles before renaming the world Planet Vegeta for their current ruler King Vegeta.

Some generations later and Prince Vegeta V is born. The birth of this generation spawns Saiyans of greater power levels of Saiyans past and this fact is not lost on the current galactic emperor King Cold. A few years later and his son Frieza destroys Planet Vegeta and every Saiyan in existence…yet leaving a handful alive.

Raditz

The first and weakest of the invading Saiyans warriors, Raditz crashes into a pumpkin farm when he first comes to Earth. His first act is to slay a cowering farmer who had the bravery to stand up to him. From here he goes on to intimdate Piccolo with his power and then kidnap Gohan from Kame House.

Whilst at Kame House he reveals he is Goku’s brother and that Goku and he are Saiyan warriors. Showing off his power, Raditz takes down Krillin in a single hit and places Goku in the ground, solidifying his position as the greatest threat Earth has faced so far.

Nappa

1 year after Goku and Piccolo defeat Raditz, Nappa and Vegeta land on Earth and make their presence known by blowing up East City.

The brute of their operations, Nappa isn’t against his hands dirty and bloody in a fight. Confident of his abilities, Nappa enjoys the thrill of destroying things with the understanding there aren’t many people who can stand up to him.

Before the destruction of Planet Vegeta, Nappa was a Mid-Class warrior in the Saiyan army. Here he served under Prince Vegeta alongside Raditz and two other Saiyan soldiers. His loyalty to the young prince saved him and Raditz when Vegeta chose to ignore Frieza’s call to return to Planet Vegeta.

Vegeta

The Prince of all Saiyans, Vegeta still wears this title proudly despite the destruction of Planet Vegeta two decades ago. He believes that training could never help a low-class warrior take on an elite like himself which is quickly proven to be untrue when Goku surpasses his subbordinate Nappa and then the prince.

From the moment he is defeated and humiliated by Goku, Vegeta makes it his mission to surpass the lower-class Saiyan.

Raditz

Medium humanoid, chaotic evil


Armor Class
17 (battle armour)
Hit Points
125
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 17 (+3)

Skills
Athletics +6, Deception +7, Intimidation +5
Senses
passive Perception 13
Languages
Common
Challenge
6

Tail Weakness If a creature uses its action to grapple Raditz, they can choose to target his tail. If they’re successful, Raditz suffers the Grappled condition along with having disadvantage on any attack rolls, ability checks or saving throws he makes whilst Grappled.

Actions

Multiattack Raditz makes three Unarmed Strikes.

Unarmed Strike Melee Weapon Attack +7 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Weekend (Recharge 5-6) Raditz fires a beam of energy from his hands in a 40-foot line that is 10 feet wide. Each creature in tat line must make a DC 14 Dexterity saving throw or take 10d8 force damage on a failed save, or half as much on a successful one.

Z Action

On initiative count 20, losing initiative ties, Raditz uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Dynamite Monday Melee Weapon Attack +7 to hit, reach 5ft., one target. Hit 1d6 + 4 bludgeoning damage plus 3d8 fire damage.

Shining Friday Ranged Spell Attack +6 to hit, reach 60ft., one target. Hit 2d8 + 3 lightning damage and the creature must succeed on a DC 14 Wisdom saving throw or become paralyzed for one minute. A paralyzed creature can remake this save on the end of each of their turns, ending the effect on a success.

Saturday Crash Raditz throws a ball of energy at a spot he can see within 120 feet. Creatures within a 15-foot radius of that spot must make a DC 14 Dexterity saving throw or take 4d10 force damage on a failed save, or half as much on a successful one.

Double Sunday Raditz fires a beam of red energy in a 30-foot long, 5-foot wide beam. Creatures in that line must make a DC 14 Dexterity saving throw or take 6d8 force damage on a failed save, or half as much on a successful one.

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19

PART 2 | Dragon Ball Z

 

 

Nappa

Large humanoid, neutral evil


Armor Class
18 (natural armour)
Hit Points
150
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 17 (+3) 9 (-1) 10 (+0) 19 (+4)

Saving Throws
Strength +9, Constitution +6
Skills
Athletics +9, Intimidation +7
Condition Immunities
charmed, exhausted
Damage Resistances
Fire
Senses
passive Perception 10
Languages
Common
Challenge
6

Actions

Multiattack Nappa makes two Unarmed Strike or Ki Blast attacks.

Unarmed Strike Melee Weapon Attack +9 to hit, reach 5ft., one target. Hit 2d10 + 6 bludgeoning damage.

Ki Blast Ranged Spell Attack** +7 to hit, reach 60/320 ft., one target. Hit 2d6 + 4 force damage.

Giant Explosion Nappa flicks his fingers up and an area within 60 feet of him explodes violently in a 15-foot radius. Creatures within this radius must make a DC 15 Dexterity saving throw or take 8d6 fire damage damage on a failed save, or half as much on a successful one.

Vegeta, Start of Z

Medium humanoid, lawful evil


Armor Class
17 (battle armour)
Hit Points
170
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 17 (+3) 12 (+1) 10 (+0) 20 (+5)

Saving Throws
Constitution +6, Wisdom +3
Skills
Athletics +9, Intimidation +8,
Condition Immunities
charmed, frightened
Senses
passive Perception 10
Languages
Common
Challenge
7

Legendary Resistances (1/day) If Vegeta fails a saving throw, he can choose to succeed instead.

Modern Age Battle Scouter Vegeta has advantage on Perception checks to locate hidden or invisible creatures.

Actions

Multiattack Vegeta makes three Unarmed Strike or Ki Blast attacks.

Unarmed Strike Melee Weapon Attack +9 to hit, reach 5ft., one target. Hit 2d6 + 6 bludgeoning damage.

Ki Blast Ranged Spell Attack +8 to hit, reach 5ft., one target. Hit 2d6 + 5 force damage.

Galick Gun (Recharge 5-6) Vegeta fires a 40-foot long, 10 feet wide beam of energy in front of him. Any crearure in that area must make a DC 16 Dexterity saving throw or take 8d8 force damage on a failed save, or half as much on a successful one.

Bonus Actions

Rage (3/day) As a bonus action on his turn, Vegeta can enter a Prideful Rage. Doing so gives him resistance to bludgeoning, piercing and slashing damage, a +2 bonus to melee damage rolls and advantage on Strength checks and saving throws. This rage ends if 1 minute passes or if Vegeta does not attack a creature on his turn. Vegeta can also end his Rage on his turn.


20 PART 2 | Dragon Ball Z

 

 

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Saibamen

A race of plant-like creatures enslaved by the Saiyans, Saibamen are powerful but dispensable warriors. Born from small seeds and nurtured in water like any other plant, Saibamen grow into small monsters with cabbage-like heads. They are capable of secreting acid or poison and, as a last resort, a Saibaman can self destruct to deal massive damage to their opponent but also to themselves.

Evolving Biology By residing on a planet long enough, a Saibaman can begin to mimic the physiology of a world’s lifeforms. On Earth, this has generated Saibamen with the appearance of Cacti, Turtles, Snakes and Scorpions. Additionally, Saibamen on Earth have also gained a craving for the rare Senzu Beans which appears to empower them greatly.

Saibaking

Medium plant, unaligned


Armor Class
16 (natural armour)
Hit Points
94
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)

Condition Immunities
groovy
Senses
passive Perception 16
Languages
Common
Challenge
3

Regeneration The Saibaking gains 10 hit points at the start of his turn. This trait does not activate if it takes fire damage since the end of its last turn.

Imperial Wrath When the Saibaking’s health is reduced by half, he gains a +1 bonus to attack and damage rolls.

Actions

Multiattack The Saibaking makes two Claw attacks. It can trade any number of Claw attacks for Ki Blasts instead.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d6 + 2 slashing damage

Ki Blast Ranged Spell Attack +3 to hit, reach 5ft., one target. Hit 1d4 + 1 force damage.

Z Action

On initiative count 20, losing initiative ties, the Saibaking uses a Z action from the option below.

Scatter Shot The Saibaking fires two Ki Blasts at two different creatures within range.

Saibaman

Small plant, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 45
  • Speed 25ft., burrow 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 6 (-2)

Damage Resistances
acid, poison
Senses
passive Perception 10
Languages
Understands the languages its creator can speak, but can only communicate with screams and grunts.
Challenge
1/2 (100 XP, or 1,200 XP as a Z encounter)

Super Saibaman (Recharges after a short or long rest) If a Saibaman consumes a Senzu Bean it gains 35 hit points and it transforms into a Super Saibaman. Its Claw, Acid Spit and Self Destruct attacks gain two extra damage die when used. Additionally it can use three Claw attacks per turn and gains a +2 bonus to its attack and damage rolls. Award a party an additional 1,100 XP (1,200 XP total) for defeating a Saibaman after its Super Saibaman activates.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d6 + 2 slashing damage.

Acid Spit (Recharge 6) The Saibaman cracks open its head and spits acid in a 15-foot cone in front of it. Creatures in this area must succeed on a DC 13 Dexterity saving throw or take 2d6 acid damage on a failed save, or half as much on a successful one. A creature takes 1d6 acid damage on its turn unless the creature or another creature uses its action to remove the acid from the creature.

Self-Destruct (Recharge 5-6) The Saibaman attempts to grapple a creature it can see within 10 feet of it. If the grapple succeeds, the creature must succeed on a DC 13 Dexterity saving throw or take 3d6 fire damage, or half as much on a successful one. The Saibaman also takes 3d6 fire damage that can’t be reduced in any way regardless of if the creature succeeds on its saving throw or not.

21

PART 2 | Dragon Ball Z

 

 

Nail

Medium humanoid, lawful good


Armor Class
16 (natural armour)
Hit Points
166
Speed
30ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 13 (+1) 15 (+2) 12 (+1)

Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, Namekian
Challenge
7

Regeneration. Nail regains 20 HP at the start of his turn. If Nail takes fire damage, this trait doesn’t function at the start of his next turn.

Namek Finger. If Nail uses his action to grapple, shove or make an unarmed strike, he can choose a target within 15 feet of him instead of 5 feet.

Actions

Multiattack. Nail can make two Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +5 to hit, reach 60/320ft., one target. Hit 2d6 + 2 force damage.

Reactions

Please Leave! If an ally within 5 feet of Nail is targeted for an attack, Nail can swap places with that ally. Neither Nail or his ally take opportunity attacks from this movement. If the triggering attack would also hit Nail, he is resistant to the attack’s damage.

Mystic Flasher. If a creature within 20 feet of Nail targets him with a attack, Nail can fire a burst of energy at that creature. Nail makes a Ki Blast attack against the creature, dealing an extra 4d6 force damage on a hit.

Dende

Small humanoid (namekian), lawful good


Armor Class
12 (natural armor)
Hit Points
26
Speed
25ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 12 (+1) 15 (+2) 13 (+1)

Skills
Medicine +4, Religion +3
Senses
passive Perception 12
Languages
Common
Challenge
1

Innate Spellcasting. Dende is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Dende has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, sacred flame

1st level (3 slots): ceremony, cure wounds, sanctuary, shield of faith

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 damage.

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22

PART 2 | Dragon Ball Z

 

 

Frieza Force Soldier

Medium humanoid (offworlder), varies


Armor Class
17 (battle armour)
Hit Points
53
Speed
30ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 11 (+0)

Skills
Deception +2
Senses
passive Perception 11
Languages
Common
Challenge
3

Special Equipment. In addition to their armor, a Frieza Force Soldier is equipped with a Scouter.

Frieza Force Fanatic. The Frieza Force Soldier has advantage on saving throws against being charmed or frightened. While the Frieza Force Soldier can see a member of the Frieza Force with a higher CR than it (such as a member of the Ginyu Force or Frieza himself) and that is friendly to it, the Frieza Force Soldier ignores the effects of being charmed or frightened.

Frieza Force Tactics. The Frieza Force Soldier gains advantage on an attack roll against a creature if at least one of the Frieza Force Soldier’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. A Frieza Force Soldier can make three Unarmed Strikes. It can choose to replace any number of Unarmed Strikes with an equal number of Ray Gun attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 2d4 + 3 bludgeoning damage.

Ray Gun. Melee Weapon Attack: +5 to hit, reach 150/600ft., one target. Hit 1d8 + 3 force damage.

Frieza Force Elite

Medium humanoid (offworlder), varies


Armor Class
17 (battle armour)
Hit Points
82
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1)

Saving Throws
Cha +4
Skills
Deception +4
Senses
passive Perception 11
Languages
Common
Challenge
5

Special Equipment. In addition to their armor, a Frieza Force Soldier is equipped with a Scouter.

Frieza Force Advantage. Once per turn, the Frieza Force Elite can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Frieza Force Elite that isn’t incapacitated.

Frieza Force Fanatic. The Frieza Force Elite has advantage on saving throws against being charmed or frightened. While the Frieza Force Soldier can see a member of the Frieza Force with a higher CR than it (such as a member of the Ginyu Force or Frieza himself) and that is friendly to it, the Frieza Force Elite ignores the effects of being charmed or frightened.

Actions

Multiattack. A Frieza Force Elite can make three Unarmed Strikes. It can choose to replace any number of Unarmed Strikes with an equal number of Ray Gun attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Ray Gun. Ranged Weapon Attack: +6 to hit, reach 150/600ft., one target. Hit 2d8 + 4 force damage.

Full Power Energy Blast (2/day). Ranged Spell Attack: +4 to hit, reach 90ft., one target. Hit 5d8 force damage.

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Cui

Medium humanoid, neutral evil


Armor Class
17 (Battle Armour)
Hit Points
132
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 13 (+1) 10 (+0) 17 (+3)

Senses
passive Perception 10
Languages
Common
Challenge
6

Scouter Cui has advantage on Perception checks to locate hidden or invisible creatures.

Fury of the Weak Cui has advantage on attack rolls against a creature if another ally is standing within 5 feet of the creature and the ally isn’t incapacitated.

Bomb Strike. If Cui moves at least 20 feet straight towards a creature and then hits it with an Unarmed Strike on the same turn, the damage deals an extra 2d6 fire damage on a hit.

Actions

Multiattack Cui makes four Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Unarmed Strike Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit 2d6 + 3 bludgeoning damage.

Ki Blast Ranged Spell Attack +6 to hit, reach 60/320ft., one target. Hit 2d6 + 3 force damage.

Appule

Medium humanoid, lawful evil


Armor Class
17 (Battle Armour)
Hit Points
85
Speed
30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 13 (+1) 9 (-1) 17 (+3)

Senses
passive Perception 9
Languages
Common
Challenge
3

False Courage Whilst within 30 feet of an ally with a higher CR or level, Appule gains +1 to attack and damage rolls and +1 to his AC.

Actions

Multiattack Appule makes two Unarmed Strikes

Unarmed Strike Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit: 2d4 + 3 bludgeoning damage.

Ki Blast Ranged Spell Attack +5 to hit, reach 30/90ft., one target. Hit: 2d4 + 3 force damage.

Z Action

On initiative count 20, losing initiative ties, Appule uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Continuous Energy Bullet Appule fires a Ki Blast at a creature he can see in range.

Meteor Crash Appule makes an Unarmed Strike against a creature he can see in range.

High Agility Rush Appule moves up to his current movement speed to a location he can see without provoking opportunity attacks.

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23

PART 2 | Dragon Ball Z

 

 

Zarbon

Medium humanoid, lawful evil


Armor Class
17 (Battle Armour)
Hit Points
185
Speed
30ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 20 (+5)

Skills
Acrobatics +8, Persuasion +9
Senses
passive Perception 10
Languages
Common
Challenge
9

Scouter Zarbon has advantage on Perception checks to locate hidden or invisible creatures.

Monstrous Form When Zarbon reaches half HP, he transfors into a hideous, reptilian beast. His Strength score becomes 20 and he loses the Scouter trait. Additionally, his damage die for his Unarmed Strikes becomes a d8 instead of a d6. Finally, Zarbon’s size becomes Large in this form.

Actions

Multiattack Zarbon makes three Unarmed Strikes and uses his Shooting Star Arrow.

Unarmed Strike Melee Weapon Attack +8 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Shooting Star Arrow Ranged Spell Attack +9 to hit, reach 120 ft., one target. Hit 4d10 + 5 radiant damage.

Elegant Blaster (Recharge 5-6) Zarbon teleports to a location he can see within 30 feet of him and then fires a beam of energy in a 60-foot long, 10 feet wide line in front of him. Creatures within this line must make a DC 17 Dexterity saving throw or take 10d8 force damage.

Dodoria

Large monstrosity, neutral evil


Armor Class
17 (Battle Armour)
Hit Points
204

Speed 33ft.


STR DEX CON INT WIS CHA
22 (+6) 11 (+1) 16 (+3) 9 (-1) 13 (+1) 19 (+4)

Skills
Athletics +10, Intimidation +8
Senses
passive Perception 11
Languages
Common
Challenge
9

Scouter Dodoria has advantage on Perception checks to locate hidden or invisible creatures.

Dodoria Blow If Dodoria moves at least 20 feet towards a creature before attacking it with a Dodoria Headbutt, he can force the creature to make a DC 14 Constitution saving throw or be stunned until the end of his next turn.

Actions

Multiattack Dodoria makes three Dodoria Headbutt attacks and fires a Maximum Buster.

Dodoria Headubtt Melee Weapon Attack** +10 to hit, reach 5ft., one target. Hit: 2d10 + 4 bludgeoning damage plus 1d6 piercing damage.

Maximum Buster Dodoria fires a ball of energy at a location he can see within 90 feet of him which explodes in a 20-foot radius. Creatures in that radius must make a DC 16 Dexterity saving throw or take 4d8 force damage and be knocked prone.

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24

PART 2 | Dragon Ball Z

 

 

Guldo

Small monstrosity, chaotic neutral


Armor Class
17 (Battle Armour)
Hit Points
142
Speed
30ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 15 (+2) 17 (+3) 16 (+3) 20 (+5)

Saving Throws
Intelligence +6, Charisma +8
Skills
Arcana +6, Deception +8, Performance +8
Senses
passive Perception 13
Languages
Common
Challenge
7

Actions

Multiattack Guldo makes an Unarmed Strike or two Psycho Javelin attack and then uses Innate Spellcasting.

Unarmed Strike Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 2d6 + 1 bludgeoning damage.

Psycho Javelin Ranged Spell Attack +8 to hit, reach 60/320ft., one target. Hit: 3d10 + 5 magical bludgeoning damage.

Innate Spellcasting Guldo casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

At will: Catapult, Gift of Alacrity, Misty Step

3/day each: Hold Person, Kinetic Jaunt, Slow

Reactions

Psycho Escape If Guldo is targeted with a melee attack, he can force the creature targeting him to make a DC 16 Wisdom saving throw. If it fails, the attack fails and the creature is paralyzed until the end of its turn. Guldo can then move up to his movement speed without provoking opportunity attacks.

Recoome

Medium humanoid, chaotic evil


Armor Class
18
Hit Points
224
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 7 (-2) 14 (+2) 21 (+5)

Saving Throws
Dexterity +5, Charisma +9
Skills
Athletics +9, Performance +8
Condition Immunities
charmed, frightened
Senses
passive Perception 12
Languages
Common
Challenge
9

Scouter Recoome has advantage on Perception checks to locate hidden or invisible creatures.

Recoome Fighting Pose Recoome enters a fighting pose after his health is reduced to half or after he performs Recoome Ultra Fighting Bomber. He gains resistance to bludgeoning, piercing and slashing damage from nonmagical attacks for 1 minute or until his health drops to 0.

Actions

Multiattack Recoome makes two Recoome Kick attacks and a Recoome Eraser Gun attack.

Recoome Kick Melee Weapon Attack +10 to hit, reach 5ft., one target. Hit 2d6 + 6 bludgeoning damage.

Recoome Eraser Gun Ranged Spell Attack +9 to hit, reach 30/120ft., one target. Hit 2d10 + 5 force damage.

Recoome Ultra Fighting Bomber (Recharge 6) Concentrating energy around him, Recoome extends his arms outwards to create a massive blast in a 30-foot radius centred on him. All creatures in this radius, other than Recoome, must succeed on a DC 17 Dexterity saving throw or take 10d10 force damage on a failed save, or half as much on a successful one.

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25

PART 2 | Dragon Ball Z

 

 

Burter

Medium humanoid, neutral evil


Armor Class
18 (battle armour)
Hit Points
186
Speed
45ft., fly 45ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 9 (-1) 10 (+0) 19 (+4)

Condition Immunities
buzzed, melancholy, swagged
Senses
passive Perception 10
Languages
Common
Challenge
8

Scouter Burter has advantage on Perception checks to locate hidden or invisible creatures.

Evasion If Burter is subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes no damage on a successful save and only half damage on a failed one.

Mach Dash. Burter can take the Dash or Disegage action as a bonus action.

Actions

Multiattack Burter makes four Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Multiattack. +7 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Ki Blast. +7 to hit, reach 120ft., one target. Hit 2d6 + 4 force damage.

Blue Hurricane (Recharge 5-6). Burter flies upwards in a circular motion, generating a 40-foot tall tornado in a 10-foot radius centred on himself. Creatures within this radius, except Burter, must succeed on a DC 15 Dexterity saving throw or take 8d10 force damage and become suspended 20 feet in the air until the end of Burter’s next turn. A creature that succeeds its saving throw takes half damage and is not suspended in the air.

Jeice

Medium humanoid, lawful evil


Armor Class
18 (battle armour)
Hit Points
198
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 12 (+1) 10 (+0) 19 (+4)

Condition Immunities
groovy
Senses
passive Perception 15
Languages
Common
Challenge
9

Scouter Jeice has advantage on Perception checks to locate hidden or invisible creatures.

Actions

Multattack Jeice makes two Sauzer Blade attacks and fires a Crusher Ball.

Sauzer Blade. Melee Spell Attack: +8 to hit, reach 5ft., one target. Hit 2d8 + 4 slashing damage.

Crusher Ball Ranged Spell Attack +8 to hit, reach 120ft., one target. Hit 3d8 + 4 force damage.

Crusher Volcano (Recharge 5-6). Jeice fires up to 7 Crusher Balls at creatures within range.

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26

PART 2 | Dragon Ball Z

 

 

Captain Ginyu

Medium humanoid, lawful evil


Armor Class
18 (plated battle armour)
Hit Points
215
Speed
45ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 10 (-0) 15 (+2) 24 (+7)

Saving Throws
Wisdom +6, Charisma +11
Skills
Insight +6, Perception +6, Performance +15
Condition Immunities
charmed, frightened
Senses
passive Perception 16
Languages
Common
Challenge
10

Scouter Captain Ginyu has advantage on Perception checks to locate hidden or invisible creatures.

Ginyu Force Leader (Recharges after a short or long rest) For 1 minute, Captain Ginyu can utter a special command or warning whenever a member of the Ginyu Force that he can see within 30 feet of him makes an attack roll or a saving throw. The member of the Ginyu Force can add a d4 to its roll provided they can hear and understand Captain Ginyu. This effect ends if Captain Ginyu is incapacitated.

Actions

Multiattack Captain Ginyu can make four Unarmed Strike or Ki Blast attacks and then fires a Milky Cannon or uses Holstein Shock.

Unarmed Strike Melee Weapon Attack +9 to hit, reach 5ft., one target. Hit: 2d6 + 5 bludgeoning damage.

Ki Blast Ranged Spell Attack +11 to hit, reach 60/120ft., one target. Hit: 2d6 + 7 force damage.

Milky Cannon Captain Ginyu fires a slow-moving orb to a location he can see within 30 feet of him. The orb then expands in a 5-foot radius. All creatyures within this radius must make a DC 19 Dexterity saving throw or take 5d8 force damage.

Holstein Shock Captain Ginyu stabs his hand into his chest, dealing 6d8 piercing damage to himself. He can then immediately use Body Change even if he has no uses of the Body Change action left.

Body Change (1/day) Captain Ginyu fires a beam of energy at a creature within 30 feet of him. The creature must make a DC 15 Wisdom saving throw or are forced to swap bodies with Captain Ginyu. Both Captain Ginyu and the creature retain their spells, class features and Intelligence, Wisdom and Charisma saving throws but swap their current and max HP along with their Strength, Dexterity and Constiution saving throws. Meanwhile, Captain Ginyu also gains the spells and class features the creature knows. Captain Ginyu loses the Scouter trait, however.

Captain Ginyu is concentrating on this effect as if concentrating on a spell and the effect ends if he loses concentration. A creature can also remake the save at the end of their turn, ending it on a success, so long as they end their turn within 30 feet of Captain Ginyu. If the effect last for 1 minute then Captain Ginyu no longer needs to concentrate on the effect and it becomes permanent and can only be ended by means of a Greater Restoration or Wish spell.

Z Action

On initiative count 20, losing initiative ties, Captain Ginyu uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Ginyu Fighting Pose: Body Captain Ginyu gains resistance to one damage type of his choice until the next initiative count 20.

Ginyu Fighting Pose: Heart Captain Ginyu regains 20 HP.

Ginyu Fighting Pose: Technique Captain Ginyu gains a +1 bonus to attack and damage rolls until the next initiative count 20.

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27

PART 2 | Dragon Ball Z

 

 

Emperor Frieza

Small humanoid, chaotic evil


Armor Class
18 (plated battle armour)
Hit Points
235
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 14 (+2) 15 (+2) 22 (+6)

Saving Throws
Intelligence +6, Wisdom +6, Charisma +12
Condition Immunities
charmed, frightened
Senses
passive Perception 12
Languages
Common
Challenge
11 (7,200 XP or 14,400 XP if Frieza uses his Evolution)

Legendary Resistance (3/day). If Emperor Frieza fails a saving throw, he can choose to succeed instead.

Evolution. When Emperor Frieza loses his first 50 hit points, Frieza enters his Second Form. His strength score increases by +2, his AC increases by +1 and his Unarmed Strikes gain an extra damage die.

When Emperor Frieza drops to half hit points, he enters his Third Form. His dexterity scores increases by +2, his AC increases by +1 and his Death Beams gain an extra damage die. Additionally his movement speed increases by 10 feet.

When Emperor Frieza drops to 0 hit points, he enters his Final Form and gains 150 hit points. Additionally his ability scores and AC increase by +1. Additionally, Frieza’s Supernova attack recharges.

Actions

Multiattack. Emperor Frieza makes two Unarmed Strikes, a Death Beam and uses his Frightful Presence.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 2d8 + 5 bludgeoning damage.

Death Beam. Ranged Spell Attack: +10 to hit, reach 150ft., one target. Hit 2d6 + 6 force damage.

Frightful Presence. Each creature of Emperor Frieza’s choice that is within 120 feet of Frieza and aware of him must succeed on a DC 18 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 Frieza’s Frightful Presence for the next 24 hours.

Supernova (Recharge 5-6). Emperor Frieza throws a large orb of energy at a location within 200 feet of him. The orb detonates in a 30-foot radius when it lands and creatures within this radius must succeed on a DC 18 Dexterity saving throw or take 5d10 force damage plus 5d10 fire damage on a failed save, half as much on a successful one.

Psychic Move (3/day). Frieza casts the Telekinesis Spell.

Legendary Actions

Emperor Frieza can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.

Death Saucer Ranged Spell Attack +10 to hit, reach 60ft., one target. Hit 2d10 + 6 slashing damage plus 1d8 force damage.

Death Crasher Frieza moves towards a creature he can see within 15 feet without provoking opportunity attacks. He then makes a melee attack against the creature, dealing an extra 2d10 force damage on a hit.

Death Psycho Bomb (2 actions) Emperor Frieza targets a creature within 60 feet of him. The creature must succeed on a DC 18 Wisdom saving throw or become paralyzed until the end of its next turn. At the start of its next turn, it also takes 5d8 force damage.

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28

PART 2 | Dragon Ball Z

 

 

King Cold

Huge humanoid, neutral evil


Armor Class
17 (Plated Battle Armour)
Hit Points
225
Speed
35ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 17 (+3)

Skills
Arcana +5, Athletics +13, Medicine +5
Condition Immunities
frightened
Senses
passive Perception 12
Languages
Common
Challenge
11

Survivability. King Cold does not need to sleep or breathe to survive.

Actions

Multiattack. King Cold makes two Greatsword attacks and fires a Full Power Death Beam

Greatsword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 4d6 + 7 slashing damage.

Full Power Death Beam King Cold fires a beam of energy in a 60 foot long, 5-feet wide line in front of him. Creature in this line must succeed on a DC 15 Dexterity saving throw or take 6d10 force damage.

Mecha Frieza

Small construct, chaotic evil


Armor Class
19
Hit Points
250
Speed
35ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 14 (+2) 17 (+3) 24 (+7)

Saving Throws
Intelligence +6, Charisma +12
Condition Immunities
charmed, frightened
Senses
passive Perception 13
Languages
Common
Challenge
11

Mending. If the Mending spell is cast on Mecha Frieza, he gains 2d8 hit points.

Constructed Form Mecha Frieza doesn’t need to eat, drink, sleep or breathe.

Actions

Multiattack Mecha Frieza makes two Unarmed Strikes and a Freeze Storm attack.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 4d6 + 4 bludgeoning damage.

Freeze Storm Mecha Frieza releases a burst of freezing air in a 10 foot radius around him. Creatures within this area must succeed on a DC 19 Dexterity saving throw or take 2d8 cold damage and become paralyzed until the end of Mecha Frieza’s next turn. Creatures that succeed take half damage and are not payalyzed.

Nightmare Blast (Recharge 5-6). Mecha Frieza fires a Ki Blast at any number of creatures within range. Mecha Frieza must make a ranged spell attack roll against each creature he chooses to target. Creatures he hits take 9d8 force damage.

Psychic Move (3/day). Frieza casts the Telekinesis Spell.

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29

PART 2 | Dragon Ball Z

 

 

Future Trunks

Medium humanoid, neutral good


Armor Class
17 (natural armour)
Hit Points
245
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 15 (+2) 18 (+4) 16 (+3) 18 (+4)

Skills
Athletics +8, Investigation +9, Perception +7
Condition Immunities
charmed
Senses
passive Perception 17
Languages
Common
Challenge
12

Super Saiyan Third Grade. If Future Trunks’ hit points is reduced to half whilst he’s in his Super Saiyan state, Future Trunks enters the Third Grade of Super Saiyan. He gains 30 temporary hit points and his Longsword attack gains an extra damage die. However, his movement speed is reduced by 10 feet whilst in this form.

Actions

Multiattack. Future Trunks makes three Longsword attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 1d8 + 4 slashing damage, or 1d10 + 4 slashing damage if held with two hands.

Burning Attack. Ranged Spell Attack: +8 to hit, reach 90ft., one target. Hit 2d10 + 4 fire damage.

Heat Dome Attack (Recharge 6). Future Trunks surrounds himself in Ki before unleashing it in a 60 feet long, 20 foot wide line in any direction, including upwards. Creatures in this line must succeed on a DC 16 Dexterity saving throw or take 8d8 fire damage on a failed save, or half as much on a successful one.

Super Saiyan As an action, Future Trunks can become a Super Saiyan. If he does so, Future Trunks becomes resistant to bludgeoning, piercing and slashing damage from nonmagical attacks. He also gains a +1 bonus to his attack and damage rolls and his Heat Dome Attack recharges on a 5 and 6.

This state lasts for 1 minute, until Future Trunks is knocked unconscious or his hit points reach 0.

Z Actions

On initiative count 20, losing initiative ties, Future Trunks uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Shining Sword Slash Future Trunks makes two Longsword attacks against creatures he can see within range.

Burning Storm Future Trunks makes a Burning Attack against a creature he can see within range. If it hits, it deals an extra 2d8 force damage.

Finish Sign Future Trunks taunts his opponents. If he fires a Heat Dome attack before the next initiative count 20 it deals an extra 3d8 force damage.

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30

PART 2 | Dragon Ball Z

 

 

Future Gohan

Medium humanoid, lawful good


Armor Class
19 (natural armour)
Hit Points
212
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

Skills
Athletics +8, Acrobatics +9, Perception +5
Condition Immunities
charmed, frightened
Senses
passive Perception 15
Languages
Common
Challenge
10

Actions

Multiattack Future Gohan can make three Unarmed Strikes. He can choose to make a Ki Blast attack instead of an Unarmed Strike

Unarmed Strike Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d6 + 5 bludgeoning damage.

Ki Blast Ranged Spell Attack: +8 to hit, reach 90ft., one target. Hit 2d6 + 4 force damage.

Kamehameha (Recharge 5-6). Future Gohan fires a beam of energy in a 120 foot long 10-feet wide line in front of him. Creatures in this line must suceed on a DC 16 Dexterity saving throw or take 9d10 force damage on a failed save, or half as much on a successful one.

Super Saiyan As an action, Future Gohan can become a Super Saiyan. If he does so, Future Gohan becomes resistant to bludgeoning, piercing and slashing damage from nonmagical attacks. He also gains a +1 bonus to his attack and damage rolls and his Kamehameha does an extra 2d10 force damage.

Bonus Actions

Tenma Defence Future Gohan summons a barrier around himself. Creatures within 10 feet of Future Gohan must succeed on a DC 16 Strength saving throw or be pushed back 30 feet.

Solar Flare. Future Gohan creates a blinding light between his fingers. Creature in a 15 foot cone in front of Future Gohan must succeed on a DC 16 Constitution saving throw or become Blinded until the end of Future Gohan’s next turn.

Backflip If Future Gohan uses his action to fire a Kamehameha, he can choose to use his bonus action to move to an unoccupied space within 20 feet of him without provoking opportunity attacks. He can choose to move before or after firing the Kamehameha.

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“In the past, the two of you have displayed an unacceptable tendency to disobey my orders. I blame myself for this and the way I programmed you. I have since modified your programming however and I will no longer tolerate insubordination.”

Dr Gero, moments before receiving Android 17’s fist through his chest.

Android 17

Medium construct, chaotic neutral


Armor Class
17 (natural armour)
Hit Points
236
Speed
30ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 17 (+3) 10 (+0) 14 (+2) 20 (+5)

Condition Immunities
charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Damage Resistances
lightning
Damage Immunities
poison, bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
blindsight 30 ft., passive Perception 20
Languages
Common
Challenge
12

Accel Dance. When within 60 feet of Android 18, 17 can make one extra Unarmed Strike or Ki Blast attack. Android 17 also has advantage on the first attack roll he makes on his turn.

Construct Nature. Android 17 does not need to eat, drink, breathe or sleep to survive. Additionally, Android 18 cannot be detected by spells or other magical effects that detect Ki.

Immutable Form. Android 17 is immune to any spell or effect that would alter its form.

Actions

Multiattack. Android 17 makes three Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d8 + 5 bludgeoning damage.

Ki Blast. Melee Weapon Attack: +9 to hit, reach 90ft., one target. Hit 2d8 + 5 force damage.

Super Electric Strike (Recharge 5-6). Android 17 throws a disc of electricity in a 120 foot long, 15 feet wide line in front of him. Creatures in this line must succeed on a DC XX Dexterity saving throw or take 10d8 lightning damage on a failed save, or half as much on a successful one. Creatures that fail this saving throw are also paralyzed until the end of Android 17’s next turn.

Self Destruct Device (Once). Android 17 has been equipped with a device that can allow him to self destruct as an action. Doing so emits an explosion in a 60-foot radius originating from Android 17. Creatures in this area, excluding Android 17, must succed on a DC 17 Dexterity saving throw or take 10d10 fire damage on a failed save, or half as much on a successful one. Android 17 then immediately drops to 0 hit points and dies.

Reactions

Android Barrier. If Android 17 is targeted for an attack, he can cast the Shield spell. The +5 bonus to his Armour Class lasts until the end of the current creature’s turn.

Z Actions

On initiative count 20, losing initiative ties, Android 18 uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Rally Ally. Android 17 contacts Android 18 or 16 telepathically, so long as they are on the same plane as him. Android 18 or 16 are then made aware of his location.

Grand Explode. Android 17 creates a barrier around him in a 15-foot radius around him that explodes violently. All creatures in this area, excluding Android 17, must succeed on a DC 17 Dexterity saving throw or take 4d6 fire damage on a failed save, or half as much on a successful one.

Side Bridge. Android 17 fires a Ki Blast to a creature in range. The Ki Blast then arcs around to the same creature or a second creature for a second attack. Android 17 has advantage on the attack roll for the second attack.

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homebrew mug

 

 

Android 18

Medium construct, chaotic neutral


Armor Class
15 (natural armour)
Hit Points
254
Speed
30ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 18 (+4) 13 (+1) 10 (+0) 22 (+6)

Condition Immunities
charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Damage Immunities
poison; bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
blindsight 30 ft., passive Perception 20
Languages
Common
Challenge
12

Accel Dance. When within 60 feet of Android 17, 18 can make one extra Unarmed Strike or Ki Blast attack. Android 18 also has advantage on the first attack roll she makes on her turn.

Construct Nature. Android 18 does not need to eat, drink, breathe or sleep to survive. Additionally, Android 18 cannot be detected by spells or other magical effects that detect Ki.

Immutable Form. Android 18 is immune to any spell or effect that would alter its form.

Actions

Multiattack. Android 18 makes three Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 2d8 + 6 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +10 to hit, reach 90ft., one target. Hit 2d8 + 6 force damage.

Deadly Dance (Recharge 5-6) Android 18 makes 5 Unarmed Strikes. The range of her Unarmed Strikes, when made in this way, is 15 feet.

Self Destruct Device (Once). Android 18 has been equipped with a device that can allow her to self destruct as an action. Doing so emits an explosion in a 60-foot radius originating from Android 18. Creatures in this area, excluding Android 18, must succed on a DC 17 Dexterity saving throw or take 10d10 fire damage on a failed save, or half as much on a successful one. Android 18 then immediately drops to 0 hit points and dies.

Reactions

Android Drain. If Android 18 is hit with an attack that deals acid, cold, fire, lightning, or thunder damage, she absorbs some of the damage to lesson its effect. She has resistance to the triggering attack’s damage and, on her next turn, Android 18 deals 1d6 damage of the type that triggered this reaction.

Z Actions

On initiative count 20, losing initiative ties, Android 18 uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Rally Ally. Android 18 contacts Android 17 or 16 telepathically, so long as they are on the same plane as her. Android 17 or 16 are then made aware of her location.

Arm Breaker. Android 18 makes an Unarmed Strike. On a hit, the creature must make a DC XX Constitution saving throw or have disadvantage on weapon attack rolls until the end of its next turn.

Buster Strike. Android 18 makes an Unarmed Strike or Ki Blast attack. The creature must succeed on a DC XX Strength saving throw or be pushed back 40 feet and be knocked prone.

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Cell

Medium monstrosity, lawful evil


Armor Class
18 (natural armour)
Hit Points
280
Speed
35ft., fly 45 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 17 (+3) 15 (+2) 19 (+4) 21 (+5)

Saving Throws
Dexterity +9, Constitution +8, Wisdom +9
Skills
Athletics +8, Arcana +9, Insight +9, Perception +9
Damage Resistances
acid, poison; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities
charmed, frightened
Senses
passive Perception 19
Languages
Common, Namekian
Challenge
14 (11,500 XP or 23,000 XP if he uses Progressing Perfection)

Progressing Perfection. Cell starts in his Imperfect Form but is able to improve himself by absorbing powerful warriors. Cell can grapple a target within 5 feet of him by expending his tail attack on his turn. If the target is still grappled on Cell’s next turn, he can use his action to absorb them. Absorbing creatures with a current hit point total equal to 50 allows Cell to enter his Semi-Perfect Form and absorbing creatures with a current hit point total equal to 100 allows Cell to enter his Perfect Form.

If Cell takes 50 damage in one attack, he must succeed on a DC 20 Constitution saving throw or spit out the last creature he absorbed. If this occurs, Cell reverts to his previous form. If Cell’s hit points reach 0, all creatures he absorbed are spat out into an unoccupied location within 5 feet of him.

If Cell enters his Semi-Perfect Form he can use any ability with (Semi-Perfect) after it. He gains 30 temporary hit points, his movement speed increases by 10 feet and he gains a +1 bonus to his attack and damage rolls and to his AC.

If Cell enters his Perfect Form, he can use any ability with (Semi-Perfect) or (Perfect) after it. He gains 50 temporary hit points, his movement speed increases by 10 feet and he gains a +1 bonus to his attack and damage rolls and to his AC.

Legendary Resistance (3/day). If Cell fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Cell makes two Unarmed Strikes and a Tail attack. He can choose to swap his Unarmed Strikes with two Ki Blast attacks instead. He can also choose to use his Frightful Presence instead of his Tail attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d8 + 6 bludgeoning damage.

Ki Blast Ranged Spell Attack: +10 to hit, reach 60ft., one target. Hit 2d8 + 7 force damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 1d8 + 6 piercing damage plus 4d8 necrotic damage and the creature must succeed on a DC 16 Constitution saving throw or have their hit point maximum reduced by the necrotic damage this attack deals.

Frightful Presence Each creature of Cell’s choice that is within 120 feet of Cell and aware of him must succeed on a DC 20 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 Cell’s Frightful Presence for the next 24 hours.

Destructive Eye Beam. Cell makes three ranged spell attacks against creatures within 60 feet of him. On a hit, a creature takes 5d6 force damage.

Galick Gun (Semi-Perfect) (Recharge 6). Cell fires a beam of energy in 60 foot long, 10-feet wide line in front of him. Creatures in this line must succeed on a DC 20 Dexterity saving throw or take 7d10 force damage on a failed save, or half as much on a successful one.

Perfect Kamehameha (Perfect) (Recharge 5-6) Cell fires a galaxy destroying beam of energy in a 180 foot long, 10-feet wide line in front of him. Creatures in this line must succeed on a DC 20 Dexterity saving throw or take 13d10 force damage on a failed save, or half as much on a successful one.

Super Spirit Bomb (Perfect) (1/day) Cell summons a ball of energy above him and launches it at a point he can see within 120 feet of him. The bomb explodes in a 30 foot radius at that point. Creatures within this radius must succeed on a DC 20 Dexterity saving throw or take 6d12 force damage on a failed save, or half as much on a successful one. Creatures of a good alignment make this save with advantage and creatures of an evil alignment make the save with disadvantage.

Cell can choose not to throw the Bomb and instead hold the Bomb in his hand. For each turn he holds the Bomb the damage it deals increases by 1d12 and he can hold the Bomb in this way for up to 1 minute. He is concentrating on the Spirit Bomb whilst charging it as if concentrating on a spell and the Spirit Bomb explodes in his hand if he loses concentration.

Legendary Actions

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

Instant Transmission Cell teleports to an unoccupied location he can see within 120 feet of him.

Regeneration (2 actions) Cell gains 4d8 hit points as his woubds heal thanks to his Namekian genes.

Special Beam Blast (2 actions) Cell fires a drilling beam of energy in a 30 foot long, 5-feet wide line in front of him. Creatures in this line must succeed on a DC 20 Dexterity saving throw or take 4d8 magical piercing damage.

Z Actions

On initiative count 20, losing initiative ties, Cell uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

All Clear Cell greates a force of energy in front of him. Creatures in a 20 foot cone in front of Cell must succeed on a DC 20 Strength saving throw or be pushed back 30 feet.

Reproduce (Perfect) Cell summons up to 1d4 Cell Juniors in an area within 10 feet of him that he can see. These Cell Juniors last until the next initiative count 20 where they then disappear.

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31

PART 2 | Dragon Ball Z

 

 

Hercule, the World Champion

Medium humanoid, chaotic neutral


Armor Class
16 (Unarmored Defence)
Hit Points
45
Speed
30ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 22 (+6)

Saving Throws
Charisma +8
Skills
Performance +8, Persuasion +10
Senses
passive Perception 10
Languages
Common
Challenge
1

Unarmored Defence Whilst wearing no armour or wielding a shield, Hercule’s AC equals 10 + his Charisma modifier.

Actions

Multiattack Hercule can make two Dynamite Kicks

Dynamite Kick Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1d4 + 1 bludgeoning plus 1d8 fire damage.

The Savior Has Come Hercule proclaims himself a savior of Earth. Creatures of Hercule’s choice that can see or hear him within 30 feet of him must make a DC 16 Charisma saving throw or become charmed by Hercule.

Videl

Medium humanoid, neutral good


Armor Class
13
Hit Points
65
Speed
30ft., fly 30ft. (must end turn on ground)

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 14 (+2)

Senses
passive Perception 10
Languages
Common
Challenge
2

Falcon Rush. If Videl moves 20 feet towards a creature and attacks with an Eagle Kick, she makes her first attack with advantage.

Actions

Multiattack. Videl makes two Eagle Kicks.

Eagle Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d4 + 3 bludgeoning damage plus 1d4 force damage.

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32

PART 2 | Dragon Ball Z

 

 

Shin, the Supreme Kai

Medium celestial, lawful good


Armor Class
15 (18 with mage armour)
Hit Points
230
Speed
30ft., fly 30ft.

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

Condition Immunities
charmed
Senses
passive Perception 12
Languages
Celestial, Common, telepathy 120ft.
Challenge
15

Innate Spellcasting. Shin’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Shin can innately cast the following spell, requiring no material components.

At will: Spirit Blast, Mage Armour, Detect Thoughts, Misty Step

3/day each: Catapult, Aid, Life Transference, Shield

1/day each: Kai’s Katchin Conjuration, Plane Shift, Telekinesis, Heal

God Ki. Shin is immune to all forms of divination spells and magical effects. Creatures have disadvantage on Perception checks to find Shin.

Life Link. Beerus and Shin’s souls are connected due to their positions as God of Destruction and Supreme Kai respectively. If either Beerus or Shin die, so does the other.

Actions

Multiattack. Shin makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 2d8 + 5 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +10 to hit, reach 120 ft., one target. Hit 2d8 + 5 radiant damage.

Healing Touch. Shin touches another creature. The target magically regains 6d8 + 5 hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

Kai Kai. Shin teleports to an unoccupied location anywhere within the multiverse.

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33

PART 2 | Dragon Ball Z

 

 

Babidi

Medium humanoid, manic-depressive evil


Armor Class
12 (natural armor), 15 (mage armor)
Hit Points
148
Speed
25ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 22 (+6) 15 (+2) 17 (+3)

Saving Throws
Intelligence +10, Wisdom +6
Skills
Arcana +10, History +10, Perception +6, Religion +10
Damage Resistances
damage from spells
Senses
passive Perception 16
Languages
Common, telepathy 200ft.
Challenge
11

Magical Resistance. Babidi has advantage on saving throws against spell or other magical effects.

Spellcasting. Babidi is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks).

Cantrips (at will): Encode Thoughts, Mage Hand, Prestidigitation, Spirit Blast

1st Level (4 slots): Detect Magic, Longstrider, Mage Armour, Thunderwave

2nd Level (3 slots): Crown of Madness, Hold Person, Misty Step

3rd Level (3 slots): Fly, Lightning Bolt, Thunder Step

4th Level (3 slots): Charm Monster, Fabricate, Kai’s Katchin Conjuration

5th Level (3 slots): Dominate Person, Hold Monster, Scrying

6th Level (1 slot): Mass Suggestion

7th Level (1 slot): Forcecage

8th Level (1 slot): Dominate Monster, Mind Blank

9th Level (1 slot): Imprisonment

Actions

Unarmed Strike. +6 to hit, reach 5 ft., one target. Hit 1d8 + 2 bludgeoning damage.

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34

PART 2 | Dragon Ball Z

 

 

Innocent Buu

Medium monstrosity, chaotic neutral


Armor Class
17
Hit Points
295
Speed
40ft.

STR DEX CON INT WIS CHA
16 (+3) 25 (+7) 24 (+7) 7 (-2) 9 (-1) 20 (+5)

Saving Throws
Strength +8, Charisma +10
Skills
Intimidation +10, Perception +4
Condition Immunities
charmed, frightened, grappled
Damage Resistances
cold, lightning; bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Primordial
Challenge
16 (15,000 XP)

Legendary Resistance (3/day). If Majin Buu fails a saving throw, he can choose to succeed instead.

Amorphous. Innocent Buu can change his shape from an amorphous blob to a humanoid shape, at will. He can also move through a space as narrow as 1 inch, so long as he is wearing and carrying nothing. Innocent Buu also has advantage on ability checks to initiate or escape a grapple.

Regeneration. Innocent Buu regains 20 hit points at the start of his turn.

Innate Spellcasting. Innocent Buu’s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At Will: burning hands, cure wounds, dispel magic, frost fingers, thunderwave

3/day each: counterspell, fabricate, polymorph, shield

Actions

Multiattack. Innocent Buu makes two Innocence Strikes or two Ki Blast attacks and then uses Innate Spellcasting.

Innocence Strike. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 1d8 + 7 bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. Innocent Buu can only grapple one creature in this way at a time.

Ki Blast. Ranged Spell Attack: +10 to hit, reach 120ft., one target. Hit 2d8 + 5 force damage.

Absorb. Innocent Buu makes one Innocence Strike attack against a Large or smaller creature he is grappling. If the attack hits, the target takes the Innocence Strike’s damage, the target is absorbed, and the grapple ends. While swallowed, the creature is blinded and restrained and it has total cover against attacks and other effects outside Innocent Buu.

If Innocent Buu takes 60 damage or more on a single turn from a creature inside it, Innocent Buu must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Innocent Buu. If Innocent Buu dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Majin Kamehameha (Recharge 5-6). Innocent Buu charges energy between his palms and fires out a beam of energy in a 90 foot long, 10 feet wde line in front of him. Creatures in this line mst succeed on a DC 18 Dexterity saving throw or take 12d10 force damage on a failed save, or half as much on a successful save.

Legendary Actions

Explosive Buu Buu Punch. Innocent Buu makes two Unarmed Strikes. On a hit, these attacks deal an extra 2d10 thunder damage.

Innocence Cannon. Innocent Buu makes two Ki Blast attacks. On a hit, these attacks deal an extra 2d8 fire damage.

Buu Buu Gum (2 actions). Innocent Buu throws a mass of gum at a creature within 60 feet of him. That creature must succeed on a DC 20 Strength or Dexterity saving throw (the creature’s choice) or become grappled for 1 minute

35

PART 2 | Dragon Ball Z

 

 

Evil Buu

Medium monstrosity, chaotic evil


Armor Class
17
Hit Points
316
Speed
40ft.

STR DEX CON INT WIS CHA
17 (+3) 25 (+7) 23 (+6) 10 (+0) 12 (+1) 20 (+5)

Saving Throws
Dexterity +12, Wisdom +6
Skills
Deception +10, Perception +6
Condition Immunities
charmed, frightened, grappled
Damage Resistances
fire, force, poison; bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 16
Languages
Common, Primordial
Challenge
15 (13.000 XP)

Legendary Resistance (2/day). If Evil Buu fails a saving throw, he can choose to succeed instead.

Immutable Form. Evil Buu is immune to any spell or effect that would alter his form.

Magical Resistance. Evil Buu has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. Evil Buu’s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At Will: dispel magic, poison spray, witch bolt

3/day each: counterspell, sickening radiance, stinking cloud

Impurification. If Evil Buu successfully uses his Absorb action on Innocent Buu, he transforms into Super Buu. His stat block becomes Super Buu’s and his hit point total becomes 315.

Actions

Multiattack. Evil Buu makes four Unarmed Strikes or four Ki Blast attacks and

Evil Strike. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 3d8 + 7 bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. Evil Buu can only grapple one creature in this way at a time.

Ki Blast. Melee Weapon Attack: +10 to hit, reach 120ft., one target. Hit 2d8 + 5 force damage, plus 3d12 fire damage.

Absorb. Evil Buu makes one Evil Strike attack against a Large or smaller creature he is grappling. If the attack hits, the target takes the Evil Strike’s damage, the target is absorbed, and the grapple ends. While swallowed, the creature is blinded and restrained and it has total cover against attacks and other effects outside Evil Buu.

If Evil Buu takes 60 damage or more on a single turn from a creature inside it, Evil Buu must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Evil Buu. If Evil Buu dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Flame Shower Breath (Recharge 5-6). Evil Buu exhales fire in a 60 foot cone. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 12d10 fire damage on a failed save, or half as much on a successful one.

36

PART 2 | Dragon Ball Z

 

 

Dabura

Medium fiend, lawful evil


Armor Class
18 (natural armour)
Hit Points
276
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 16 (+3) 18 (+4) 15 (+2) 21 (+5)

Saving Throws
Strength +12, Wisdom +7
Skills
Athletics +12, Deception +10, History +12, Perception +7
Damage Resistances
bludgeoning, piercing and slashing damage from nonmagical attacks.
Damage Immunities
fire, psychic
Condition Immunities
charmed, frightened
Senses
darkvision 120ft., passive Perception 17
Languages
Common, Infernal
Challenge
15

Demonic Will Dabura has advantage on saving throws against spells and other magical effects.

Legendary Resistance (1/day) If Dabura fails a saving throw, he can choose to succeed instead.

Blade of Evil Dabura wields a +2 longsword named the Darkness Sword.

Innate Spellcasting Dabura’s spellcasting ability is Charisma (spell save DC 18). Dabura can innately cast the following spells, requiring no material components:

At will: Burning Hands, Misty Step

3/day each: Blur, Fabricate, Hold Person, Vampiric Touch

1/day each: Creation, Telekinesis, Shadow of Moil, Wall of Fire

Actions

Multiattack. Dabura makes three Darkness Sword attacks and then uses Innate Spellcasting.

Darkness Sword. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 2d8 + 7 slashing damage (or 3d10 + 7 if held in two hands) plus 2d8 necrotic damage.

Paralyzing Spit (Recharge 5-6). Dabura spits at a creature he can see within 60 feet of him. That creature must make a DC 18 Constitution saving throw or turn to stone and become restrained. It must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on itself on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic or if Dabura dies.

Dabura can also target a nonmagical object that isn’t being worn or carried with this ability, causing the object to be petrified.

homebrew mug

37

PART 2 | Dragon Ball Z

 

 

Roundworm

Large beast, unaligned


Armor Class
13 (natural armour)
Hit Points
28
Speed
20ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 14 (+2) 5 (-3) 11 (+0) 1 (-5)

Condition Immunities
blinded, charmed, frightened
Senses
blindsight 20ft., passive Perception 10
Languages
None
Challenge
1/2

Inside Buu. Roundworms are microscopic beasts and are usually incapable of damaging creatures. When a creature is absorbed into Majin Buu, a Roundworm becomes a Large beast, in comparison to the reduced size of the absorbed creature in Majin Buu.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3d4 piercing damage.

Enzyme Illusion

Medium construct, unaligned


Armor Class
13
Hit Points
78
- Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Condition Immunities
charmed, frightened
Senses
passive Perception 11

Languages None Challenge 5


Change Appearance. An Enzyme Illusion can use its action to polymorph into a creature that has been absorbed by ajin Buu, or back into its true form, a green blob. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.

Inside Buu. Enzyme Illusions are microscopic constructs and are usually incapable of damaging creatures. When a creature is absorbed into Majin Buu, an Enzyme Illusion becomes a Medium construct, in comparison to the reduced size of the absorbed creature in Majin Buu.

Actions

Multiattack. An Enzyme Illusion can make two Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Full Power Energy Wave. An Enzyme Illusion can fire out a 20-foot long, 5-foot wide beam of energy. Creatures in that line must make a DC 13 Dexterity saving throw or take 4d8 force damage on a failed save, half as much on a successful save.

38

PART 2 | Dragon Ball Z

 

 

Super Buu

Medium monstrosity, neutral evil


Armor Class
19 (natural armour)
Hit Points
315
Speed
30ft., fly 40ft.

STR DEX CON INT WIS CHA
18 (+4) 27 (+8) 25 (+7) 7 (-2) 9 (-1) 21 (+5)

Saving Throws
Strength +10, Intelligence +3
Skills
Acrobatics +13,
Condition Immunities
charmed, frightened, grappled, poisoned, prone
Damage Resistances
force; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities
poison
Senses
passive Perception 9
Languages
None
Challenge
17

Legendary Resistance (3/day). If Super Buu fails a saving throw, he can choose to succeed instead.

Mimicked Power. If Super Buu successfully absorbs a creature, he can choose to mimic one of that creature’s traits from their class, race or statblock. He can use a mimicked trait once per long rest.

Super Buu also gains the Intelligence, Wisdom and Charisma scores of the last creature he absorbed so long as those scores are greater than Super Buu’s current scores. He also gains the clothing of the last creature he absorbed too.

If Super Buu is forced to regurgitate all creatures in his body, he loses all mimicked traits and his personality; Intelligence, Wisdom and Charisma scores and his clothing return to normal.

Purification. If Super Buu is forced to regurgitate all creatures within him, his stat block becomes Kid Buu’s but his current hit point total remains the same.

Amorphous. Super Buu can change his shape from an amorphous blob to a humanoid shape, at will. He can also move through a space as narrow as 1 inch, so long as he is wearing and carrying nothing. Super Buu also has advantage on ability checks to initiate or escape a grapple.

Regenerate. Super Buu regains 20 hit points at the start of his turn. If Super Buu takes more than 40 damage in a single hit before the end of his last turn, this trait doesn’t activate on his next turn. Super Buu dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Super Buu makes two Unarmed Strikes or fires two Ki Blasts and uses a Transfiguration Beam.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 2d10 + 8 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit 2d10 + 5 force damage.

Transfiguration Beam Super Buu casts True Polymorph on a creature or object he can see (spell save DC 19). All aspects of the spell remain the same but Super Buu does not require material components and does not need to concentrate on the spell. The spell automatically ends after Super Buu’s next turn.

Absorption (Recharge 6). Super Buu makes a melee weapon attack against one creature within 30 feet of him. If the attack hits, the creature must make a DC 19 Constitution saving throw or become absorbed into Super Buu’s being. An absorbed being becomes a Tiny creature and is restrained in Super Buu’s body.

An absorbed creature can try to escape by succeeding on a DC 19 Strength saving throw at the end of each of its turn. Becoming unrestrained causes 1d4 Enzyme Illusions or Roundworms to attack hostile creatures within Super Buu. A creature that is unrestrained inside Super Buu’s body can attack him from within.

If Super Buu takes 60 damage or more from a single attack from a creature within, he must succeed on a DC 20 Constitution saving throw or regurgitate all previously absorbed creatures within him.

Human Extinction Attack (Recharge 5-6). Super Buu makes a ranged spell attack against any number of creatures he can see within 300 feet of him. Creatures that are hit take 10d8 force damage as a barrage of pink arrows rain down on Buu’s foes.

Legendary Actions

Super Buu can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Super Buu regains spent legendary actions at the start of his turn.

Staggering Super Slap Super Buu makes an Unarmed Strike against a creature he can see. If the attack hits the creature must succeed on a DC 19 Constitution saving throw or become stunned until the end of Super Buu’s next turn.

Ill Bomber Super Buu explodes and appears to disappear. Creatures within 5 feet of him must succeed on a DC 19 Dexterity saving throw or take 3d8 force damage on a failed save, or half as much on a successful one. Super Buu then rematerialises in an uncoccupied location within 60 feet of his original location.

Vice Shout (Costs 2 actions) (3/day) Super Buu casts the Plane Shift spell on himself without requiring material components. He then reappears in the location he was last in before disappearing or the nearest unoccupied location at the end of his next turn.

39

PART 2 | Dragon Ball Z

 

 

Kid Buu

Small monstrosity, chaotic evil


Armor Class
21 (natural armour)
Hit Points
355
Speed
40ft., fly 50ft.

STR DEX CON INT WIS CHA
20 (+5) 28 (+9) 27 (+8) 4 (-3) 8 (-1) 25 (+7)

Condition Immunities
charmed, frightened, grappled, poisoned, prone
Damage Resistances
force; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities
acid, poison
Senses
passive Perception 9
Languages
None
Challenge
19

Legendary Resistance (3/day). If Kid Buu fails a saving throw, he can choose to succeed instead.

Regeneration. Kid Buu regains 25 hit points at the start of his turn. If Kid Buu takes more than 50 damage in a single attack before the end of his last turn, this trait doesn’t activate on his next turn. Kid Buu dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Survivability Kid Buu does not need to breathe, drink, eat or sleep to live.

Amorphous. Kid Buu can change his shape from an amorphous blob to a humanoid shape, at will. He can also move through a space as narrow as 1 inch, so long as he is wearing and carrying nothing. Kid Buu also has advantage on ability checks to initiate or escape a grapple.

Actions

Multiattack. Kid Buu makes three Unarmed Strikes and can replace any number of Unarmed Strikes with an equal number of Ki Blasts. Kid Buu then uses his Frightful Presence.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit 2d10 + 9 bludgeoning damage.

Ki Blast. Melee Weapon Attack: +4 to hit, reach 300ft., one target. Hit 2d10 + 7 force damage.

Frightful Presence. Each creature of Kid Buu’s choice that is within 120 feet of Kid Buu and aware of him must succeed on a DC 21 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 Kid Buu’s Frightful Presence for the next 24 hours.

Planet Burst (Recharge 5-6). Kid Buu raises a hand into the air to summon a Huge ball of energy. He then proceeds to throw this to a location he can see at a point within 300 feet of him that detonates in a 30-feet radius. Creatures in this area must make a DC 21 Dexterity saving throw or take 11d8 force damage on a failed save, or half as much on a successful one.

Legendary Actions

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

Kai Kai Kid Buu can teleport to an unoccupied location that he can see within 120 feet of his current location.

Antenna Beam Kid Buu fires a bolt of lightning from his head at a creature he can see within 60 feet of him. That creature must succeed on a DC 21 Constitution saving throw or be stunned until the end of his next turn.

Shocking Ball Kid Buu throws a pink Ki Blast at a creature within range. The Ki Blast deals an extra 2d10 lightning damage on a hit.

Z Actions

On initiative count 20, losing initiative ties, Kid Buu uses a Z action from the options below. If a Z Action is used, it cannot be used again until a different Z Action has been used.

Pearl Flash. Kid Buu moves 30 feet towards a creature he can see, without provoking opportunity attacks, and makes an Unarmed Strike against that creature.

Nightmare Impact. Kid Buu makes an Unarmed Strike against a creature he can see within range. If the attack hits, the creature must succeed on a DC 19 Constitution saving throw or become stunned until the next initiative count 20. Kid Buu then follows up with a Ki Blast attack to the same creature. If this attack hits, the creature must succeed on a DC 19 Strength saving throw or be pushed back 60 feet and knocked prone.

Mystic Ball Attack. Kid Buu rolls up into a ball and then makes three Unarmed Strikes at creatures he can see within 5 feet of him.

40

PART 2 | Dragon Ball Z

 

 

 

 

Goku, Start of DBS (Unfinished)

Medium humanoid, depressed neutral


  • Armor Class 330
  • Hit Points 410
  • Speed 20ft.

STR DEX CON INT WIS CHA
3 (-3) 16 (+3) 6 (-2) 4 (-3) 16 (+3) 16 (+3)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 13
  • Languages Common
  • Challenge 21

Super Saiyan. When Goku gets more and more injured during combat, he can resort to using his Super Saiyan and godly states. Each state provides new benefits for Goku with stronger states gaining the benefits of lesser states.

If Goku loses 150 hit points, he can choose to enter his Super Saiyan transformation. Goku gains a +1 bonus to his AC, attack and damage rolls along with a resistance to bludgeoning, slashing and piercing damage from nonmagical attacks.

If Goku’s hit points reach 0, his hit points reset to 300 and he transforms into a Super Saiyan God. He gains a +1 to his attack and damage rolls and he can’t be detected via divination spells or other magical effects.

After Goku transforms into a Super Saiyan God and loses a further 100 hit points, Goku can transform into a Super Saiyan God Super Saiyan, causing his hair and aura to glow a bright blue. He gains a +1 bonus to his AC, attack rolls and damage rolls. When he uses his God Kamehameha in the SSGSS state, Goku can first decide to teleport to a location he can see within 60 feet of him before firing the attack.

Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken.

Sassiness. When questioned, this creature will talk back instead of answering.

Actions

God Kamehameha (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

41

PART 3 | Dragon Ball Super

 

 

Goku, End of DBS

Medium humanoid, chaotic good


Armor Class
20 (natural armour)
Hit Points
816
Speed
50ft., fly 50ft.

STR DEX CON INT WIS CHA
21 (+5) 22 (+6) 23 (+6) 10 (+1) 24 (+6) 26 (+8)

Saving Throws
Dex +15, Con +15, Int +10, Cha +17
Skills
Acrobatics +15, Arcana +10, Athletics +14, Insight +15, Perception +24, Survival +15
Condition Immunities
charmed, frightened, stunned
Damage Resistances
fire, lightning
Damage Immunities
force; bludgeoning, piercing and slashing damage from nonmagical attacks.
Senses
passive Perception 16
Languages
Common
Challenge
30

Ultra Instinct. When Goku gets more and more injured during combat, he can resort to using his Ultra Instinct states. Each state provides new benefits for Goku with stronger states gaining the benefits of lesser states.

When Goku’s hit points are reduced to half, he can choose to enter an Ultra Instinct ‘Omen’ state. In this state his Dexterity score insreases to 26 and his Dexterity saving throws and melee weapon attack and damage rolls increases by +2 as a result. Finally, Goku’s AC increases by +2 and his walking and flying speeds increases by 10ft.

When Goku’s hit points hit 0, his current hit points reset to 500 as his hair becomes a shimmering white and he enters his Mastered Ultra Instinct state. He recharges his Divine Kamehameha and he regains any expended Legendary Actions. He can also use the options in the “Mythics Actions” section for the next hour. Finally his Dexterity score insreases to 30 and his Dexterity saving throws and melee attack and damage rolls increase by +2 as a result. Additionally, Goku makes five Unarmed Strikes or Ki Blast attacks on his turn instead of three. Finally, Goku’s walking and flying speeds increase by 10ft.

Evasion (Mastered Ultra Instinct). If Goku is subjected to an attack that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and only half damage on a failed one.

Legendary Resistance (5/day) If Goku fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Goku makes three Unarmed Strikes and uses Battle Roar. He can choose to swap an Unarmed Strike for a Ki Blast attack instead. In his Mastered Ultra Instinct state, Goku can make five attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 2d12 + 6 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +17 to hit, reach 150ft., one target. Hit 2d12 + 8 force damage.

Battle Roar. Each creature of Goku’s choice that is within 120 feet of Goku and aware of him must succeed on a DC 25 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 Goku’s Battle Roar for the next 24 hours.

Divine Kamehameha (Recharge 5-6). Goku fires a beam of energy in a 300 foot long, 10-feet wide line in front of him. Creatures in this area must succeed on a DC 25 Dexterity saving throw or take 13d12 radiant damage on a failed save, half as much on a successful one.

Reactions

Uncanny Dodge (Ultra Instinct ‘Omen’) Whenever Goku is hit with an attack, Goku can use his reaction to halve the damage.

Autonomous Assault (Mastered Ultra Instinct) If Goku is targeted with a line spell and his Divine Kamehameha is charged, he can use his reaction to take no damage from the spell and move to within 5 feet of the creature that cast the spell without provoking opportunity attacks. He then fires the Divine Kamehameha in a direction that includes the spellcasting creature in the area and the spellcaster has disadvantage on the saving throw against the attack.

Legendary Actions

Goku can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Goku regains spent legendary actions at the start of its turn.

Soaring Fist (Ultra Instinct ‘Omen’) Goku makes an Unarmed Strike with a range of 500ft.

Silver Dragon Flash Goku makes an Unarmed Strike against a creature he can see within range. Instead of dealing the normal damage of the attack, the target must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn.

Mythic Actions

If Goku’s Mastered Ultra Instinct has activated in the last hour, he can use the options below as Legendary Actions.

Giant Avatar (Mastered Ultra Instinct) (3 actions) (1/day) Goku manifests a Gargantuan avatar of himself that can fight in his place. It has Goku’s AC, ability scores, walking speed, saving throws, skill proficiences and uses Goku’s stats for Unarmed Strikes and Ki Blasts but deals one extra damage die for the damage of these attacks. The Giant Avatar acts on Goku’s initiative and has 100 hit points.

Godly Display (2 actions) Goku fires a Ki Blast to a location within 200 feet of him that explodes in a 50 foot radius. Creatures in this space must succeed on a DC 25 Dexterity saving throw or take 8d10 radiant damage.

42

PART 3 | Dragon Ball Super

 

 

Minotaurus

Medium beast, unaligned


Armor Class
14 (natural armour)
Hit Points
105
Speed
40ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2)

Senses
passive Perception 10
Languages
None
Challenge
5

Charge. If a Minotaurus moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, a Minotaurus can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 4d8 + 7 piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 3d10 + 7 bludgeoning damage.

Ba

Huge monstrosity, unaligned


Armor Class
13 (natural armor)
Hit Points
165
Speed
40ft., burrow 30ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 2 (-4) 13 (+1) 10 (+0)

Skills
Perception +5, Stealth +3
Senses
tremorsense 60ft., passive Perception 15
Challenge
5

False Appearance When the Ba remains motionless, it is distinguishable from a bed of white grass.

Tunneler The Ba can burrow through solid rock at half its burrowing speed and leaves a 15 foot-wide, 15 foot-high tunnel in its wake.

Actions

Multiattack The Ba makes two bite attacks.

Bite Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 3d8 + 5 piercing damage.

Frightful Roar The Ba lets out a powerful, bone-chilling roar audible out to 300 feet. Any creature within 40 feet of the Ba that can hear its roar must succeed on a DC 14 Wisdom saving throw or be frightened of the Ba for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

43

PART 3 | Dragon Ball Super

 

 

Jaco, the Galactic Patrolman

Jaco Teirimentenpibosshi (or just Jaco to his friends) is a clumsy low-ranking member of the Galactic Patrol who passes himself off as a Super Elite to anyone who will listen. Fearful of danger and a known coward, Jaco’s lack of strength in comparison to the foes he comes up against doesn’t stop him from defending his jurisdiction.

Said jurisdiction is the Planet Earth and other outlying worlds. His main job is to protect the world from alien encounters as the Galactic Patrol do not view the Earth as fit for extraterrestrial communications. As such it constantly pains Jaco to learn that aliens regularly frequent the Earth in the form of Namekians, Saiyans and Majins.

Despite his low ranking in the Galactic Patrol, he is the most perceptive of all Patrolman. His eyesight is so great he can see the movements of even godly beings, a trait that continues to shock those he works alongside with.

Jaco, the Galactic Patrolman

Medium humanoid, lawful neutral


Armor Class
16 (Patrolman Armour)
Hit Points
134
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 10 (+0)

Skills
Perception +9
Condition Immunities
blinded, deafened
Senses
darkvision 60ft., truesight 30ft., passive Perception 19
Languages
All
Challenge
5

Galactic Receiver Jaco can communicate telepathically with any creature wearing a Galactic Receiver so long as that creature is on the same plane as Jaco.

Actions

Multiattack Jaco makes three Unarmed Strike. He can replace any number of Unarmed Strikes with an equal number of Elite Ray Gun attacks.

Unarmed Strike Melee Weapon Attack +8 to hit, range 5ft., one target. Hit 2d6 + 5 bludgeoning damage

Elite Ray Gun Ranged Weapon Attack +8 to hit, range 60/320 ft., one target. Hit 1d8 + 5 force damage.

Super Action

On initiative count 20, losing initative ties, Jaco performs one of the following actions based on the current round of combat. When the last Super Action has been used, Jaco chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row.

Round One: Galactic Responsibility Jaco targets a creature within 30 feet of him. Jaco proclaims it his duty to take the creature down. Jaco gains a 1d4 bonus to his attack and damage rolls made against the chosen creature until the next initiative count 20.

Round Two: Elite Barrage Jaco makes three Elite Ray Gun attacks against three separate creatures in range.

Round Three: Hero’s Pose (1/long rest) Jaco enters his signature pose, bolstering his confidence and his strength. Jaco gains a +1 bonus to his attack and damage rolls which lasts until Jaco is incapacitated or he enters a short or long rest.

44

PART 3 | Dragon Ball Super

 

 

God of Destruction Beerus

Beerus’ Lair

Beerus lives within a giant tree that houses a city within the trunks and branches. Around the tree are petal blossom trees, beautiful gardens and dazzling lakes. Beerus can often be found sleeping in various sections of the city, gathering dust in his centuries long slumbers. As such it can be easily deduced that something else tends to the grounds around the city.

Lair Actions. On initiative count 20 (losing initiative ties), Beerus can take a lair actoion to cause one of the following effects; he can’t use the same effect rwo rounds in a row:

  • Paralyzing Gaze Beerus glares at up to three creatures creature within 120 feet of him. The creatures must succeed on a DC 26 Wisdom saving throw or be put under the effects of the Slow spell. Beerus doesn’t need to concentrate on this spell, which ends on initiative count 20 of the next round.

  • Cataclysmic Orb Beerus summons an orb of destructive energy in a space within 90 feet of him. If a creature moves within 20 feet of the orb, the orb explodes in a 20-foot radius. Creatures within this radius must succeed on a DC 26 Dexterity saving throw or take 4d6 necrotic damage on a failed save, half as much on a successful one.

God of Destruction Beerus

Medium celestial, chaotic neutral


Armor Class
20 (natural armour)
Hit Points
865
Speed
40ft., fly 40ft.

STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 20 (+5) 14 (+2) 28 (+9) 18 (+4)

Saving Throws
Strength +19, Constitution +14, Charisma +13
Skills
Arcana +11, History +11, Intimidation +13, Perception +20, Religion +11
Damage Immunities
fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, deafened, frightened, poisoned, stunned
Senses
darkvision 180ft., truesight 120ft., passive Perception 30
Languages
Common, Celestial
Challenge
30

Legendary Resistance (5/day) If Beerus fails a saving throw he can choose to succeed instead.

Life Link Beerus and Shin’s souls are connected due to their positions as God of Destruction and Supreme Kai respectively. If either Beerus or Shin die, so does the other.

Limited Magic Immunity Unless Beerus wished to be affected, he is immune to spells of 6th level or lower. He has advantage against all other spells and magical effects.

Divine Strikes Beerus’ weapon attacks are magical.

Actions

Multiattack Beerus uses his Frightful Presence. He then makes four Unarmed Strikes. He can swap any number of Unarmed Strikes with Ki Blasts instead.

Unarmed Strike Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit: 2d12 + 10 bludgeoning damage.

Ki Blast Ranged Spell Attack: +18 to hit, reach 5ft., one target. Hit: 2d12 + 10 necrotic damage.

Frightful Presence Each creature of Beerus’ choice that is within 180 feet of Beerus and aware of him must succeed on a DC 26 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 Beerus’ Frightful Presence for the next 24 hours.

Hakai (Recharge 6) Beerus points his palm at a creature within 30 feet of him. That creature must succeed on a DC 26 Constitution saving throw or takes 10d10 necrotic damage on a failed save. If the creature’s hit points are reduced to 0 they are erased from existence and can only be brought back via the use of a True Resurrection or Wish spell. A creature that succeeds the save takes half damage and is not erased even if their hit points hit 0 from this attack.

Reactions

Headshot If Beerus is hit by a melee weapon attack, he can choose to use his reaction to make an unarmed strike against the target. If he does so, he takes no damage from the triggering attack.

Legendary Actions

Beerus can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Beerus regains spent legendary actions at the start of its turn.

God of Destruction’s Wrath Beerus fires two Ki Blasts at two separate creatures within range.

God of Destruction’s Rampage Berrus makes two Unarked Strikes at two separate creatures within range.

God of Destruction’s Wrath Beerus fires a beam of energy at a creature wihtin 120 feet of him. The creature must succeed on a DC 26 Wisdom saving throw or take 4d6 force damage and become stunned until the end of its next turn. The creature takes half damage and isn’t stunned on a successful save.

45

PART 3 | Dragon Ball Super

 

 

Auta Magetta

Large humanoid (metalman), unaligned


Armor Class
22 (natural armor)
Hit Points
338
Speed
25ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 10 (+0) 13 (+1) 16 (+3)

Saving Throws
Str +14, Con +13
Condition Immunities
exhausted, paralyzed, petrified, poisoned, stunned
Damage Immunities
fire, force; bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 16
Languages
Common
Challenge
18

Weak to Mockery. If a creature uses its action to insult Auta Magetta, Auta Magetta must succeed on a DC 15 Wisdom saving throw or become frightened of the creature until the end of his next turn.

Steaming Aura. If a creature ends its turn within 5 feet of Auta Magetta, it takes 10 fire damage.

Immutable Form. Auta Magetta is immune to any spell or effect that would alter its form.

Siege Monster. Auta Magetta deals double damage to objects and structures.

Actions

Multiattack. Auta Magetta makes two Club attacks and then performs a Lava Spit attack.

Club. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 4d4 + 8 bludgeoning damage.

Lava Spit. Ranged Weapon Attack: +13 to hit, reach 90ft., one target. Hit 6d6 + 7 fire damage.

Volcanic Explosion (Recharge 5-6). Auta Magetta sends a rush of lava out from the top of its head. This lava falls in a 40-foot radius around Auta Magetta. Creatures in this area, other than Auta Magetta, must make a DC 21 Dexterity saving throw or take 9d10 fire damage on a failed save, or half as much on a successful one.

 

 

Cabba

A Saiyan from Universe 6, Cabba is an Elite warrior from Planet Sadala. In Universe 7’s parallel, the Saiyans homeworld survved the people’s internal conflict and became valiant defenders of smaller homeworlds. In the modern Age, the King of Sadala’s reign is threatened only by Caulifla’s bandits that live within the wastelands between settlements.

The Other Prideful Warrior Not unlike Vegeta, Cabba is deeply proud of his origins and Saiyan heritage a factor that both Saiyans bond over during the Tournament of Destroyers. Caring of those close to him, the threat of the destruction of his people caused him to realise the legend of the Super Saiyan which had been similarly lost in the 6th Universe. From there his massive boost in power helped him hold his own against the Prince of Saiyans from Universe 7 and after the Tournament of Destroyers he worked to become even stronger. Following the ways of his new mentor Vegeta, Cabba realised even greater heights in the Tournament of Power with his utilization of Super Saiyan 2.

A True Saiyan As noted by Vegeta, Cabba utilises a traditional Saiyan combat stance when fighting and he’s even capable of utilising a variation of the Galick Gun technique called the Galick Cannon. During his fights in the Tournament of Power, Cabba showcases the ability to use another of Vegeta’s signature techniques, the Final Flash.

Cabba

Medium humanoid, lawful good


Armor Class
18 (Battle Armour)
Hit Points
195
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 17 (+3)

Saving Throws
Constitution +6, Charisma +7
Skills
Acrobatics +9, Persuasion +11
Senses
passive Perception 12
Languages
Common
Challenge
10

Saiyan Grit (3/day). If Cabba fails a saving throw he can reroll and must use the new roll.

Super Saiyan. If Cabba is reduced to half of his hit points, he transforms into a Super Saiyan. His Galick Cannon recharges and Cabba gains a +1 to his attack and damage rolls and can make an extra Ki Blast attack per turn. He also gains a +2 bonus to his AC.

Actions

Multiattack. Cabba makes two Unarmed Strikes and fires two Ki Blasts.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d6 + 5 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +7 to hit, reach 60/320ft., one target. Hit 2d6 + 3 force damage.

Galick Cannon (Recharge 5-6). Cabba fires a beam of energy in a 60-foot long 10 feet wide beam of energy in front of him. Creatures in this line must succeed on a DC 15 Dexterity saving throw or take 10d8 force damage on a failed save, half as much on a successful one.

Super Actions

On initiative count 20, losing initative ties, Cabba performs one of the following actions based on the current round of combat. When the last Super Action has been used, Cabba chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row.

Round One: Meteor Crash Cabba makes three Unarmed Strikes against a creature in range he can see.

Round Two: Sledgehammer Cabba strikes a creature within 5 feet that he can see. That creature must succeed on a DC 17 Strength saving throw or be knocked prone.

Round Three: Big Bang Cannon Cabba fires a Ki Blast against a creature he can see in range. If the Ki Blast hits it deals its normal damage to its target and then explodes in a 10-foot radius. Creatures in this area, including the initial target, must succeed on a DC 15 Dexterity saving throw or take 3d8 force damage.

46

PART 3 | Dragon Ball Super

 

 

Hit

Medium humanoid, lawful neutral


Armor Class
18
Hit Points
388
Speed
40ft.

STR DEX CON INT WIS CHA
15 (+2) 26 (+8) 16 (+3) 14 (+2) 24 (+7) 15 (+2)

Saving Throws
Strength +8, Wisdom +13, Charisma +8
Skills
Acrobatics +14, Arcana +8, Athletics +8, Perception +13, Stealth +14, Sleight of Hand +14
Condition Immunities
grappled, paralyzed, petrified
Damage Resistances
bludgeoning, piercing and slashing damage from nonmagical attacks
Senses
blindsight 30ft., passive Perception 23
Languages
Common
Challenge
20

Legendary Resistance (3/day) If Hit fails a saving throw, he can choose to succeed instead.

Vital Point Attack. Hit scores a critical hit on a 18-20.

Deadly Intent If Hit is waering his long coat, he can place his hands in his pockets. If he does so, he makes melee attack rolls at advantage.

Innate Spellcasting Hit casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 21):

At will: Hold Person, Misty Step

3/day: Banishment, Slow, Far Step

1/day: Forcecage, Hold Monster, Teleport

Actions

Multiattack. Hit makes three Unarmed Strikes and uses Innate Spellcasting.

Unarmed Strike Melee Weapon Attack +14 to hit, reach 5ft., one target. Hit 2d10 + 8 bludgeoning damage, plus 3d6 force damage.

Flash Fist Crush (Recharge 6) Hit punches the air, sending out a rippling burst of energy to a creature he can see within 300 feet of him. The target must succeed on a DC 21 Dexterity saving throw or take 8d10 force damage and become stunned until the end of Hit’s next turn. A creature that succeeds this saving throw is immune to Hit’s Flash Fist Crush for the next 24 hours.

Legendary Actions

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

Time Skip Hit teleports to a location he can see within 60 feet of him. If a creature is within range, Hit can make one Unarmed Strike against the creature and makes the attack roll at advantage.

Time Freeze (1/day). Hit casts the spell Time Stop. When casting Time Stop, Hit can influence and attack objects and creatures but he may only take 1 round.

Tides of Time (Costs 2 actions) Hit takes the Dodge action.

Super Actions

On initiative count 20, losing initative ties, Hit performs one of the following actions based on the current round of combat. When the last Super Action has been used, Hit chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row.

Round 1: Jump Spike Hit moves up to his speed to a creature he can see without provoking opportunity attacks. He then makes two Unarmed Strikes against his target.

Round 2: Tremor Pulse Hit teleports to a creature within 30 feet of him and makes an Unarmed Strike against the target.

Round 3: Icy Glare Hit glares at a creature within 60 feet of him. That creature must succeed on a DC 21 Wisdon saving throw or become restrained until the end of their next turn.

47

PART 3 | Dragon Ball Super

 

 

Goku Black

Medium celestial, unoriginal neutral


Armor Class
17
Hit Points
517
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 17 (+3) 16 (+3) 19 (+4) 25 (+7)

Saving Throws
Dexterity +12, Wisdom +11, Charisma +14
Condition Immunities
swagged, melancholy
Senses
passive Perception 6
Languages
Common, Celestial
Challenge
23 (50,000 XP or 100,000 XP if Goku Black uses Super Saiyan Rosé)

Super Saiyan Rosé. If Goku Black would be reduced to 0 hit points, his current hit point total resets to 300 hit points, and he recharges his Super Black Kamehameha. He can make four Scythe attacks per turn instead of two when transformed in this way.

Legendary Resistance (3/day). If Goku Black fails a saving throw, he can choose to succeed instead.

God Ki Goku Black is immune to all forms of divination spells and magical effects. Creatures have disadvantage on Perception checks to find Goku Black.

Actions

Multiattack Goku Black makes two Scythe attacks and fires a Black Power Ball.

Scythe. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 2d8 slashing damage plus 3d10 radiant damage.

Black Power Ball. Ranged Spell Attack: +14 to hit, reach 60/320ft., one target. Hit 4d8 force damage.

Super Black Kamehameha (Recharge 5-6). Goku Black fires a beam of energy in a 120-foot long, 10 feet wide line in front of him. Creatures in this line must make a DC 22 Dexterity saving throw or take 15d10 force damage on a failed save, or half as much on a successful one.

Blade of Disaster. Goku Black casts the 9th level spell Blade of Disaster. When casting this spell the Blade appears as a Scythe that he wields in his hand rather than allowing it to float in the air. Additionally when Goku Black makes a melee attack with the Blade of Disaster he can fire a Black Power Ball immediately after.

Legendary Actions

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

Instant Transmission Goku Black teleports to a location he can see within 60 feet of him.

God Slicer (2 actions) Goku Black summons a blade around his hand and then moves up to his speed without provoking opportunity attacks to a creature he can see. He then makes a melee attack using the sword which uses his Scythe’s attack and damage rolls.

Human Extinction Attack (Costs 3 actions) Goku Black fires a beam of energy into the air which rains down onto any creatures he chooses and can see within 120 feet of him. The creatures Goku Black targets must make a DC 22 Dexterity saving throw or take 5d10 force damage on a failed save, or half as much on a successful one.

Super Actions

On initiative count 20, losing initative ties, Goku Black performs one of the following actions based on the current round of combat. When the last Super Action has been used, Goku Black chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row.

Round 1: Azure Dragon Scythe Goku Black empowers the scythe in his hand. His Scythe attack’s damage increases by one damage die and he gains a +2 bonus to attack and damage rolls using the Scthe. These bonuses last until the next initiative count 20.

Round 2: Work of the Gods With his scythe, Goku Black cuts a hole in the fabric of space in a location within 30 feet of him. The tear in space has a 10-foot radius and any creatures within this space must succeed on a DC 22 Dexterity saving throw or take 5d6 force damage.

Round 3: Mass Replication Goku Black summons 1d4 Revenants in a location he can see within 60 feet of him. The Revenants have the same appearance as Goku Black. They have 50 hit points and disappear on the next initiative count 20.

48

PART 3 | Dragon Ball Super

 

 

Pride Troopers

The Pride Troopers are Universe 11’s greatest heroes. Originally just a ragtag group of adventurers, the Pride Troopers have become a household name across Universe 11. Now an intergalactic guild, the Pride Troopers take on only the best heroes the 11th Universe has to offer.

With a strong focus on teamwork and the bonds that tie heroes together, the Troopers have protected the planets of Universe 11 for more than 200,000 years. Back then, the God of Destruction Belmod was a mortal within the ranks of the Troopers.

Now, the Pride Troopers are led by the mighty Top. But he is hardly the only noteworthy Pride Trooper and he is by no means the strongest.

Dyspo

Most Pride Troopers have a focus on what they’re good at. For Dyspo, this is his speed as nobody can match his quickness. Also known as the Super Sonic Pride Trooper, Dyspo is confident in his ability to outpace a villain…some might even say to confident. This overconfidence has, at times, caused him to underestimate a foe. If he did not have other Pride Troopers at his side, Dyspo may very well not have won most of his fights.

Jiren

Jiren, Jiren the Grey or The Pride of Universe 11. Jiren is given many names in his universe for the mighty deeds he has accomplished in his lifetime. Though not the leader of the Pride Troopers, he is, by far, the strongest among them. So great is the gap between himself and his ally Top that some people mistake Jiren for the leader of the group.

Having lost his family and his master as a young child, Jiren devoted himself to gaining strength in solitude. With time, Jiren sought to protect those who could not protect themselves with the strength he had gained. For a long time Jiren did this alone and without support from others.

Perhaps it was because he felt it necessary. Perhaps a part deep within Jiren yearned for companions to fight alongside. Whatever the reason, Jiren would one day don the uniform of a Pride Trooper and fight alongside them.

49

PART 3 | Dragon Ball Super

 

 

Jiren

Medium humanoid, lawful bogus


Armor Class
25 (natural armour)
Hit Points
900
Speed
60ft., fly 60ft.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 14 (+2) 20 (+5) 28 (+9)

Saving Throws
Strength +20, Dexterity +15, Intelligence +12, Charisma +19
Condition Immunities
charmed, frightened, grappled, paralyzed
Damage Immunities
bludgeoning, piercing and slashing damage from nonmagical attacks.
Senses
passive Perception 15
Languages
Common
Challenge
30

Legendary Resistance (5/day). If Jiren fails a saving throw, he can choose to succeed instead.

Vacuum Survival. Jiren does not need to breathe to survive.

Energy Barrier. Unless he wishes to be affected, Jiren is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Actions

Multiattack. Jiren uses his Frightening Presence or Meditation. He then makes three Unarmed Strikes. Jiren can replace any number of Unarmed Strikes with Power Impact attacks.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit 3d12 + 10 bludgeoning damage, plus 2d12 fire damage.

Power Impact. Melee Weapon Attack: +18 to hit, reach 500ft., one target. Hit 4d10 + 9 fire damage.

Overheat Magnetron (Recharge 5-6). Slamming his fist into the ground, Jiren causes the area in front of him to erupt in a burst of fire. Creatures in a 600 foot cone in front of Jiren must succeed on a DC 27 Dexterity saving throw or take 16d10 fire damage on a failed save, or half as much on a successful one.

Meditation. Jiren closes his eyes for a moment, calming his mind. Jiren gains truesight out to 120 feet until the end of his turn.

Reactions

Try Something! If Jiren is hit with a melee attack, he causes the damage and other effects of that attack to fail. Jiren then makes an Unarmed Strike or Ki Blast attack against the creature that made the triggering attack.

Legendary Actions

Jiren can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Jiren regains spent legendary actions at the start of its turn.

Power Rush. Jiren makes two Unarmed Strikes against a creature he can see within range.

Pure Progress (2 actions.) Jiren ends one spell or condition currently affecting him. Until the start of his next turn, Jiren also becomes resistant to cold, fire and lightning damage.

Super Actions

On initiative count 20, losing initative ties, Jiren performs one of the following actions based on the current round of combat. When the last Super Action has been used, Jiren chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row.

Round 1: Grand Charge. Jiren moves towards a creature within 30 feet of him that he can see, without provoking opportunity attacks, and makes an Unarmed Strike against that creature. On a hit, the attack deals an extra 4d8 force damage and must succeed on a DC 27 Strength saving throw or be pushed back 60 feet and knocked prone

Round 2: Burst Impact. Jiren makes an Unarmed Strike against a creature he can see within range. On a hit, that target, and creatures within 5 feet of that target other than Jiren, take 8d6 fire damage.

Round 3: Explosive Power. Jiren raises his power far beyond his limits for a brief moment. Upon doing so, Jiren ends one spell or magical effect currently affecting him.

Regional Effects

Fatal Heat. The region within 3 miles of Jiren, whilst he is in combat, is filled with heavy smoke, obscuring the vision of those within. Once, every 60 feet, within 1 mile of Jiren, a 10-foot high gout of fire explodes from the ground. A creature within a 5-foot radius of this explosion takes 4d6 fire damage.

Pride Troopers. If more than one member of the Pride Troopers are fighting within 100 miles of each other, they know the location of one another and can communicate with each other telepathically.

50

PART 3 | Dragon Ball Super

 

 

Paragus

Medium humanoid, chaotic sloppy


Armor Class
17 (battle armour)
Hit Points
140
Speed
30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 12 (+1) 13 (+1) 19 (+4)

Senses
passive Perception 11
Languages
Common
Challenge
4

Shock Collar. If Paragus grapples a creature, he can attach a Shock Collar to them as part of the same action. A Shock Collar can be removed with a successful DC 12 Athletics (Strength) check and has an AC of 11 and 20 hit points.

Actions

Multiattack. Paragus makes two Unarmed Strike and a Dead Punisher attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 2d6 + 3 bludgeoning damage.

Dead Punisher. Ranged Spell Attack: +7 to hit, reach 30ft., one target. Hit 3d10 + 4 thunder damage.

Shock Collar Remote. Paragus presses the button on a remote control. A creature wearing Paragus’ Shock Collar must succeed on a DC 12 Constitution saving throw or take 8d6 lightning damage and become paralyzed. On a failed save, a creature takes half damage and is not paralyzed.

51

PART 3 | Dragon Ball Super

 

 

Broly DBS

Medium humanoid, lawful neutral


Armor Class
17
Hit Points
420
Speed
40ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 8 (-1) 13 (+1) 25 (+7)

Saving Throws
Strength +19, Constitution +18, Wisdom +10
Skills
Athletics +19, Intimidation +16, Perception +10, Survival +10
Condition Immunities
charmed, frightned
Damage Resistances
cold, fire, force, lightning
Senses
passive Perception 14
Languages
Common
Challenge
20 (25,000 XP) (30 (155,000 XP) if Broly uses his Wrathful Saiyan trait)

Legendary Resistances (3/day) If Broly fails a saving throw, he can choose to succeed instead.

Wrathful Saiyan. When Broly’s hit points are reduced to half of his hit point maximum, he can enter his Wrathful Saiyan state. Doing so causes Broly to become Chaotic Neutral and lose all sense of self. On his turn, whilst in the Wrathful Saiyan state, Broly must move toward and attack the closest being he can see. Additionally, whilst in this state, Broly gains a +3 bonus to his melee damage rolls, his AC increases by +1 and he gains resistance to bludgeoning, piercing and slashing damage.

Super Saiyan. As an action, whilst in the Wrathful Saiyan form, Broly can also enter his Super Saiyan form which increases his movement speed by 20 feet and allows him to perform one additional Unarmed Strike or Ki Blast per turn.

Full Power Super Saiyan. If Broly’s hit points are reduced to 0 whilst he is in his Super Saiyan form, his hit points reset to 500 and he regains all expended uses Legendary Resistance and creatures can once again be affected by Broly’s Frightful Presence. Additionally, he can use the options provided in the Mythic Action section for the next hour.

Actions

Multiattack. Broly uses his Frightening Presence. He then makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Eraser Cannon attacks.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit 2d10 + 10 bludgeoning damage.

Eraser Cannon. Melee Weapon Attack: +13 to hit, reach 600ft., one target. Hit 2d10 + 7 force damage.

Frightful Presence. Each creature of Broly’s choice that is within 120 feet of Broly and aware of him must succeed on a DC 20 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 Broly’s Frightful Presence for the next 24 hours.

Reactions

Mimicry (5/day). When a creature uses a class feature or casts a spell, Broly can use his reaction to mimic the ability. He retains the knowledge of the feature or spell until he uses it as an action or mimics a new feature or spell.

Legendary Actions

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

Eraser Blow. Melee Spell Attack: +16 to hit, reach 5ft., one target. Hit 4d12 + 7 force damage.

Wrathful Charge. Broly moves to a creature he can see within 30 feet of him, without provoking opportunity attacks, and makes an Unarmed Strike against the creature.

Counter Skill. Broly ends one spell or magical effect of 6th level or lower currently targeting him.

Mythic Actions

If Broly’s Full Power Super Saiyan trait has activated in the last hour, he can use the options below as legendary actions.

Gigantic Cluster (Costs 2 actions). Broly fires four Ki Blasts to locations he can see within 300 feet of him. These Ki Blasts explode in a 20-foot radius. Creatures in this radius must succeed on a DC XX Dexterity saving throw or take 20d8 force damage on a failed save, or half as much on a successful one. Creatures within the radius of multiple Ki Blasts are only affected by one.

Gigantic Omegastorm (Costs 2 actions). Broly fires a beam of green Ki in a 120-foot line that is 15 feet wide. Creatures in this line must make a DC XX Dexterity saving throw or take 24d6 force damage on a failed save, or half as much on a successful save.

Gigantic Rampage (Costs 2 actions). Broly lets out a powerful cry and a wave of Ki erupts around him in a 60-foot radius. All creatures in this area, except Broly, must succeed on a DC XX Dexterity saving throw or take 15d12 force damage.

 

 

Jiya

Small aberration, lawful good


Armor Class
12
Hit Points
8
Speed
25ft., fly 300ft;

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1)

Senses
darkvision 60 ft., passive Perception 11
Languages
Common
Challenge
1/8

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 damage.

Possession. Jiya can possess a creature, so long as he has the permission from the creature to do so. Whilst he possesses a creature, he gains their ability scores and he can use the abilities stated within their statblock.

Jiya’s Robot Suit

Medium construct, unaligned


Armor Class
18 (natural armor)
Hit Points
95
Speed
30ft., fly 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 0 (-5) 0 (-5) 0 (-5)

Condition Immunities
None
Senses
darkvision 60 ft., passive Perception 16
Languages
None
Challenge
3

Jiya’s Suit. Jiya can use his Possession trait to enter his Robot Suit. When he does so, the Suit’s Intelligen, Wisdom and Charisma scores become Jiya’s.

Actions

Multiattack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 2d4 + 4 bludgeoning damage.

Ki Gun. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d8 + 3 force damage.

 

 

Granolah

Medium humanoid (cerealian), lawful neutral


Armor Class
16 (studded leather)
Hit Points
194
Speed
40ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 16 (+3) 14 (+2) 22 (+6) 13 (+1)

Skills
Perception +14
Condition Immunities
weak-kneed, drunk
Senses
darkvision 120 ft., truesight 30ft. passive Perception 24
Languages
Common
Challenge
9

Special Equipment. In addition to his armor, Granolah is equipped with a Scouter in the shape of an Eye Piece.

Evolved Right Eye. Whenever Granolah makes a ranged attack roll, he does so at advantage.

Perfected Accuracy. Once per turn, if Granolah misses with an attack roll, he can reroll the attack and must use the new roll.

Actions

Multiattack. Granolah makes four Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks. Additionally, Granolah can replace one Unarmed Strike with his Stun Gun attack.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +10 to hit, reach 240ft., one target. Hit 3d6 + 6 force damage.

Stun Gun. Ranged Weapon Attack: +6 to hit, reach 120ft., one target. Hit 1d8 + 2 lightning damage. Additionally, on a hit, a creature must succeed on a DC 14 Constitution saving throw or become paralyzed.

Bonus Actions

Scatter Shot. Granolah makes two Ki Blast attacks.

Meteor Crash. Granolah makes two Unarmed Strikes.

Vital Point Strike. If Granolah hits a creature with an Unarmed Strike as his action, he can use his bonus action to cause the creature to be affected by one of the following effects:

  • the creature is knocked prone
  • the creature is pushed 15 feet away from Granolah
  • the creature becomes incapable of taking reactions until the end of Granolah’s next turn.

 

 

Gas

Small humanoid (heeter), lawful evil


Armor Class
15 (natural armor)
Hit Points
227
Speed
30ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 12 (+1) 17 (+3) 18 (+4)

Condition Immunities
frightened,
Senses
passive Perception 19
Languages
Common, Gibberish
Challenge
13 (10,000 XP or 20,000 XP if Gas’ Instincts Unleashed trait activates)

Instincts Unleashed. When Gas drops to 0 hit points, but is not killed outright, he immediately regains 170 hit points as he transforms into a berserking monster. In this state, Gas’ size becomes Large and he is resistant to bludgeoning, slashing and piercing damage and has advantage on melee weapon attacks.

Whilst in this state, Gas must make an attack against the creature closest to him (including if that creature is an ally) on his turn if he is capable of doing so

Heeter’s Tactics. Gas has advantage on attack rolls against a creature if another member of the Heeters is within 5 feet of the creature and is not incapacitated.

Innate Spellcasting. Gas’ spellcasting ability is Charisma (spell save DC xx). It can innately cast the following spells, requiring no material components:

At will: Eldritch Blast, Spiritual Weapon

3/day each: Hold Person, Shield

1/day each: Telekinesis

Actions

Multiattack. Gas makes three Arcane Weapon attacks and uses Innate Spellcasting. He can replace any number of Arcane Weapon attacks with an equal number of Ki Blast attacks

Arcane Weapon. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit 2d10 + 4 bludgeoning, piercing or slashing damage (Gas’ choice).

Ki Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit 2d8 + 4 force damage.

 

 

Bardock

Medium humanoid, lawful neutral


Armor Class
18 (Battle Armour)
Hit Points
171
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3)

Saving Throws
Str +7, Wis
Condition Immunities
frightened
Senses
passive Perception 5
Languages
Common
Challenge
7

Scouter Bardock has advantage on Perception checks to locate hidden or invisible creatures.

Action Surge (1/short or long rest) Bardock can make one additional action on his turn.

Future Sight. Bardock cannot be surprised so long as he is not incapacitated.

Actions

Multiattack Bardock makes two Unarmed Strikes and fires a Brave Heat. Bardock can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Unarmed Strike Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 1d6 + 4 bludgeoning damage.

Ki Blast Ranged Spell Attack: +6 to hit, reach 90ft., one target. Hit 1d6 + 3 force damage.

Brave Heat Bardock fires a short burst of energy in a 15 foot cone. Creatures within this area must make a DC 14 Dexterity saving throw or take 3d6 force damage on a failed save, or half as much on a successful one.

Z Actions

Rebellion Spear. Bardock moves up to 60 feet to a creature he can see, without provoking opportunity attack. He then performs an Unarmed Strike against that creature, dealing an additional 2d6 fire damage on a hit.

Rebellion Trigger. Bardock fires a Ki Blast at a creature he can see within 120 feet of him. The attack deals an extra 2d6 fire damage on a hit.

Saiyan Soul. Bardock wraps his body in a flaming aura. He becomes resistant to bludgeoning damage and his Unarmed Strikes deal an extra 1d6 fire damage on a hit, until the next initiative count 20.

 

 

Goku GT

Small humanoid, neutral good


Armor Class
18
Hit Points
334
Speed
25ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 26 (+8) 22 (+6) 10 (+0) 12 (+1) 24 (+7)

Saving Throws
Strength +9, Dexterity +14, Charisma +13
Skills
Athletics +9, Acrobatics +14, Perception +10, Survival +10
Condition Immunities
charmed, frightened
Senses
passive Perception 20
Languages
Common
Challenge
20 (25,000 XP or 50,000 XP when Goku uses his Super Saiyan traits)

Legendary Resistance (3/day) If Goku GT fails a saving throw, he can choose to succeed instead.

Super Saiyan. Goku can enter multiple levels of the Super Saiyan state providing him with various benefits. When he transforms into a higher state of Super Saiyan, Goku gains the benefits from that form and all forms before it.

When Goku’s hit points hit 300, he becomes a Super Saiyan. As a Super Saiyan he gains a +1 to his attack and damage rolls.

When Goku’s hit points hit 200, he becomes a Super Saiyan 2. As a Super Saiyan 2 he gains +2 to his AC.

When Goku’s hit points hit 100, he becomes a Super Saiyan 3. As a Super Saiyan 3 he gains another +1 to his attack and damage rolls and becomes resistant to bludgeoning, piercing and slashing damage from nonmagical attacks.

When Goku’s hit points reach 0, he can become a Super Saiyan 4. As a Super Saiyan 4 his hit points reset to 250 and he gains another +1 to his attack and damage rolls. Additionally his size becomes Medium and he gains resistance to force, psychic and radiant damage.

Golden Great Ape. If Goku views sunlight reflected off of a planetary object or is subjected to a massive amount of Blutz Waves from another source, he transforms into a Golden Great Ape. Goku’s stat block become that of a Golden Great Ape and if he drops to 0 hit points as a Golden Great Ape, he reverts to his normal state with 0 hit points.

Actions

Multiattack. Goku makes three Power Pole attacks.

Power Pole. Melee Weapon Attack: +14 to hit, reach 60ft., one target. Hit 2d10 + 8 bludgeoning damage.

x10 Kamehameha (Recharge 5-6). Goku fires a beam of red energy in a 150 foot long, 5-feet wide line in front of him. Creatures in this line must succeed on a DC 21 Dexterity saving throw or take 14d8 force damage on a failed save, or half as much on a successful one.

Super Ultra Spirit Bomb (Recharge 6). Goku summons a Huge orb of energy above him and launches it at a point he can see within 120 feet of him. The bomb explodes in a 50 foot radius at that point. Creatures within this radius must succeed on a DC 21 Dexterity saving throw or take 10d12 force damage on a failed save, or half as much on a successful one. Creatures of a good alignment make this save with advantage and creatures of an evil alignment make the save with disadvantage.

Goku can choose not to throw the Bomb and instead hold the Bomb in his hand. For each turn he holds the Bomb the damage it deals increases by 1d12 and he can hold the Bomb in this way for up to 1 minute. He is concentrating on the Spirit Bomb whilst charging it as if concentrating on a spell and the Spirit Bomb explodes in his hand if he loses concentration.

Legendary Actions

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

Instant Transmission Goku teleports to a spot he can see within 200 feet of him.

Dragon Fist (2 actions) Goku moves up to 120 feet to a creature he can see within range without provoking opportunity attacks before attacking them with an unarmed strike. This attack is made with advantage and, if it hits, the attack deals an extra 8d8 radiant damage as the form of a Wish Dragon pierces the creature.

Goku’s Change (3 actions) Goku gains an aura that prevents attacks from truly hurting him. Goku cannot use this Legendary Action if he enters any Super Saiyan states. After using Goku’s Change, he resists all damage types until the start of his next turn.

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Lord Slug

Medium humanoid, chaotic evil


Armor Class
20
Hit Points
230
Speed
40ft.

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

Senses
passive Perception 8
Languages
Common, Namekian
Challenge
10

Eternal Youth Lord Slug cannot be aged magically and he cannot die from old age.

Great Namekian. When Lord Slug reaches half HP, he enters a state of rage. Lord Slug’s size becomes Gargantuan and his Unarmed Strike and Darkness Eye Beam attacks deal an extra 2d6 damage. He can also use the Crushing in Hands action.

Regeneration. Lord Slug regains 15 HP at the start of his turn. If Lord Slug takes fire damage, this trait doesn’t function at the start of Lord Slug’s next turn.

Namek Finger If Lord Slug uses his action to grapple, he can choose a target within 15 feet of him instead of 5 feet.

Actions

Multiattack. Lord Slug makes two Unarmed Strikes and uses his Darkness Eye Beam or Darkness Twin Star. As a Great Namekian, he can replace an attack with Crushing In Hands.

Uarmed Strike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 2d6 + 4 bludgeoning damage.

Darkness Eye Beam Ranged Spell Attack +7 to hit, reach 120ft., one target. Hit 3d6 + 3 force damage.

Darkness Twin Star Lord Slug summons 1d4 orbs of energy within 5 feet of him that circle his body. Whenever a creature moves within 5 feet of Lord Slug or attempts to move or Disengage from this space, Lord Slug makes a spell attack (+7 to hit) against that creature using one of the summoned orbs. That creature takes 3d10 force damage if the orb hits and its movement speed is reduced to 0 until it ends its turn.

Crushing In Hands. As a Great Namekian, Lord Slug can crush a creature between his hands. Lord Slug must succeed in grappling a creature within 15 feet of him and, if he does, the creature takes 5d12 bludgeoning damage and is restrained. As an action on their turn, a creature can try to escape from the grapple. If Lord Slug has a creature grappled on his turn, he can use his action to cause that creature too take 5d12 bludgeoning damage.

 

 

Cooler

Medium humanoid, lawful evil


Armor Class
17 (natural armour)
Hit Points
245
Speed
35ft., fly 35ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+5)

Condition Immunities
charmed, frightened
Senses
passive Perception 12
Languages
Common
Challenge
12

Super Evolution. When Cooler’s hit points reach 0, his current hit points reset to 120, he enters his Fifth Form beyond what is normally capable for his people. This causes his size to increase to Large and his tail attack gains an extra 2d8 piercing damage on a hit. Finally he recharges his Cooler Supernova.

Actions

Multiattack Cooler makes two Unarmed Strikes and a Tail attack. He cannot target a creature with a Tail attack if he has targeted them with an Unarmed Strike on his turn. Alternatively, he can fire a Death Flash instead of attacking with his Tail.

Unarmed Strike Melee Weapon Attack +8 to hit, reach 5ft., one target. Hit 2d8 + 4 bludgeoning damage.

Tail Melee Weapon Attack +8 to hit, reach 5ft., one target. Hit 1d12 + 4 bludgeoning damage.

Death Flash Ranged Spell Attack +9 to hit, reach 60ft., one target. Hit 3d6 + 5 force damage.

Cooler Supernova (Recharge 5-6). Cooler throws a large orb of energy at a location within 200 feet of him. The orb detonates in a 30-foot radius when it lands and creatures within this radius must succeed on a DC 18 Dexterity saving throw or take 5d10 force damage plus 5d10 fire damage on a failed save, half as much on a successful one.

Bonus Actions

Fake Blast Cooler fires a bright blast of Ki at a creature within 30 feet of him. This creature must succeed on a DC 18 Constitution saving throw or become blinded until the start of Cooler’s next turn.

Telekinesis Cooler grabs a creature within 60 feet of him with his mind. The creature must succeed on a DC 18 Strength saving throw or be forcefully moved by Cooler 30 feet from the creature’s original space to a location Cooler can see.

 

 

Broly Z

Medium humanoid (saiyan), chaotic neutral


Armor Class
16 (natural armor)
Hit Points
281
Speed
30ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 10 (+0) 15 (+2) 17 (+3)

Saving Throws
Dex +7, Wis +7, Cha +8
Skills
Athletics +11, Intimidation +13, Survival +7
Condition Immunities
charmed, exhausted, frightened
Damage Resistances
cold, fire; bludgeoning, piercing and slashing
Senses
passive Perception 12
Languages
Common
Challenge
15

Kakarot!. If Broly hears the word Kakarot spoken, he must try to to attack the source of the spoken word on his turn. If the word comes from multiple sources, Broly is restraned. Otherwise, he moves to attack what he perceives to be the closest source.

Control Ring. Whilst Broly wears the control ring that sits atop his head, most of his latent power is suppressed. He cannot gain the advantages of his Gigantic Slam or Legendary Resistance traits or his egendary Actions. He cannot use his Planet Geyser action or utilise his Legendary Super Saiyan transformation. When Broly’s hit points are reduced to half of his maximum hit points, his power surges and shatters the control ring.

Saiyan Power. If Broly takes 40 or more damage from a single attack, he gains a +1 bonus to his attack and damage rolls for the next hour. Broly can benefit from this trait once per long rest.

Gigantic Slam. If Broly moves 20 feet towards a creature he can see before making an Unarmed Strike, the creature must succeed on a DC 22 Strength saving throw or be pushed back 30 feet and knoced prone.

Legendary Resistance (3/day). If Broly fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Broly makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal total of Ki Blast attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 2d8 + 6 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +8 to hit, reach 180ft., one target. Hit 2d8 + 3 force damage.

Transformations. Broly uses one of the following transformation options:

Class-Up: Great Ape, Super Saiyan

Super Class-Up: Legendary Super Saiyan

Planet Geyser (Recharge 5-6). Broly fires a blast of Ki in a location he can see within 120 feet of him, which explodes in a 20 feet radius. Creatures in this radius must make a DC 16 Dexterity saving theow or take 8d10 force damage on a failed save, or half as much on a successful one.

Legendary Actions

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

Gigantic Spike. Broly makes an Unarmed Strike against a creature he can see within range. On a hit, the creature takes the normal damage from an Unarmed Strike and must succeed on a DC 20 Strength saving throw or be knocked prone.

Gigantic Press. Broly makes an Unarmed Strike against a creature he can see within range. On a hit, the creature takes the normal damage from an Unarmed Strike and must succeed on a DC 20 Strength saving throw or be knocked back 60 feet.

Gigantic Eraser (2 actions). Broly maks a Ki Blast attack against a creature he can see within range. On a hit, the creature takes the normal damage from a Ki Blast and also takes an additional 3d12 fire damage.

 

 

Bio-Broly

Large construct, chaotic evil


Armor Class
18 (natural armour)
Hit Points
321
Speed
50ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 18 (+4) 7 (-2) 9 (-1) 18 (+4)

Condition Immunities
charmed, frightened, grappled, poisoned
Damage Immunities
acid, poison; bludgeonoing, piercing and slashing damage from nonmagical attacks.
Senses
blindsight 60ft., passive Perception 9
Languages
Understands Common but cannot speak.
Challenge
14 (11,500 XP)

Gigantification If Bio-Broly absorbs culture fluid or he drops to 0 hit points, Bio-Broly gains 150 hit points and his size increases to Gargantuan. Additionally, he also recharges his Super Genome Ray.

Legendary Resistance (3/day). If Bio-Broly fails a saving throw, he can choose to succeed instead.

Evasion. Bio-Broly makes Dexterity saving throws at advantage against effects he can see. Additionally, if he is making a Dexterity saving throw to take half damage against an effect he instead takes no damage on a success and half damage on a failed save.

Regeneration. Bio-Broly gains 30 hit points at the start of his turn. If Bio-Broly takes fire damage after the end of his last turn, this trait doesn’t function at the start of Bio-Broly’s next turn. Bio-Broly dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Hydrophobic If Bio-Broly starts his turn submerged in water, he must succeed on a DC 15 Constitution saving throw or have his movement halved for 1 minute. If he becomes submerged again after failing this saving throw, Bio-Broly must succeed again on another DC 15 Constitution saving throw or become petrified.

Actions

Mutiattack. Bio Broly makes two Unarmed Strikes and fires an Eraser Cannon

Unarmed Strikes. Melee Weapon Attack +11 to hit, reach 5ft., one target. Hit 5d8 + 6 bludgeoning damage.

Eraser Cannon Ranged Spell Attack +9 to hit, reach 90ft., one target. Hit 5d8 + 4 force damage.

Super Genome Ray (Recharge 6) Broly spits acid in a 60 foot cone in front of him. Creatures in that area must succeed on a DC 17 Dexterity saving throw or take 12d10 acid damage on a failed save, half as much on a successful save.

53

PART 5 | Dragon Ball Movies

 

 

Future Warrior

Medium humanoid (varies), varies


Armor Class
14 (natural armor), 17 (Frieza Clansman only)
Hit Points
120
Speed
13ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 15 (+2) 10 (+0) 13 (+1) 17 (+3)

Saving Throws
Str +8, Dex +5
Skills
Perception +4
Senses
passive Perception 14
Languages
Common
Challenge
8

Super Attack. The Future Warrior has one of the Super Attacks from the table provided below.

Actions

Multiattack. The Future Warrior makes three Unarmed Strikes. They can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft/10ft. (Namekian only), one target. Hit 1d6 + 4 bludgeoning damage, or 1d8 + 4 bludgeoning damage (Saiyan only).

Ki Blast. Ranged Spell Attack: +6 to hit, reach 120ft., one target. Hit 1d6 + 3 force damage.

Ultimate Attack (Recharge 5-6). The Future Warrior performs one of the Ultimate Attacks in the table provided below.

Customising a Future Warrior

Time Patrollers have four separate signature traits. The first trait is their Origin which provides the Future Warrior with a passive trait. They then have a Super Attac, an Ultimate Attack and then an Evasive move that can be used to ensure they are victorious in combat.

You may roll on the tables provided below to build a Future Warrior or choose from the options given.

Origin
d6 - 1 Origin Origin Trait
1 Earthling Will of the Victorious - (3/day) - As a bonus action, the Future Patroller lets out a fierce roar that provides them and their allies advantage on attack rolls against any creature within 10 feet of the Future Patroller that can hear the roar.
2 Frieza Clansman Exoskeleton - The Future Patroller’s Armor Class equal 13 + their Dexterity modifier.
3 Majin Undying Body - (3/day) - As a reaction, upon taking damage, the Future Patroller can regain 1d10 + 3 hit points.
4 Namekian Namek Finger - The Future Warrior’s Unarmed Strikes range increases by 5 feet.
5 Saiyan Battle Maniac - The damage dice for the Future Warrior’s Unarmed Strikes becomes a d8, instead of a d6.
Super Attack

A Super Attack is a move a Future Warrior can use on each of their turns or that might provide a more passive bonus. Such a Super Attack may be one of the attacks below or may be a spell/technique of second level or lower.

d6 Super Attack Attack Description
1 Consecutive Energy Blasts The Future Warrior can make one extra Ki Blast attack during their Multiattack action.
2 Meteor Crash The Future Warrior can make one extra Unarmed Strike during their Multiattack action.
3 Sledgehammer Once per turn, when The Future Warrior hits a creature with an Unarmed Strike, they can try to knock that creature to the ground. That creature must succeed on a DC 15 Strength saving throw or be knocked prone.
4 Ki Explosion The Future Warrior expends their action to emit an explosion in a 10-feet radius. Creatures in this radius must succeed on a DC 14 Dexterity saving throw or take 4d6 force damage.
5 Super God Fist Once per turn, the Future Warrior empowers one of their Unarmed Strikes with divinity. On a hit, the attack deals an additional 2d6 fire damage.
6 Super Guard As a reaction, the Future Warrior casts the Shield spell and becomes resistant to the damage type that triggered this reaction, until the end of their next turn.

homebrew mug

PART 6 | Dragon Ball Xenoverse

 

 

Ultimate Attack

The strongest ability in the Future Warrior’s arsenal is their Ultimate Attack. Being the Future Warrior’s most powerful technique, it is not always readily available. Upon being used, the Future Warrior must roll a 5 or a 6 on a d6 roll at the beginning of their turn to recharge the attack. The Future Warrior’s Ultimate Attack may be from one of the options below or may be a spell of 3rd, 4th or 5th level.

d6 Ultimate Attack Attack Description
1 Full Power Energy Wave The Future Warrior fires a wave of energy in a 90 feet long, 5 foot wide line. Creatures in this area must make a DC 14 Dexterity saving throw or take 9d6 force damage on a failed save, or half as much on a successful one.
2 Full Power Energy Blast Volley The Future Warrior fires 10 Ki Blasts at creatures they can see in range. They may target multiple creatures or a single creature with this attack.
3 Victory Rush The Future Warrior makes 10 Unarmed Strikes at creatures they can see in range. They may target multiple creatures or a single creature with this attack.
4 Super Ki Explosion The Future Warrior emits a powerful explosion in a 30 foot radius around them. Creatures in this radius, except the Future Warrior, must make a DC 14 Dexterity saving throw or take 9d6 force damage on a failed save, or half as much on a successful one.
5 Energy Zone The Future Warrior draws a glowing symbol beneath their feet. The Warrior, and creatures of their choice within 20 feet of them, regain 2d8 + 3 hit points.
6 Burning Kick The Future Warrior teleports in front of a creature within 120 feet of them, that they can see, and makes an Unarmed Strike. On a successful hit, the creature takes an extra 6d8 fire damage.

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PART 6 | Dragon Ball Xenoverse

 

 

Demigra

Medium fiend, neutral evil


Armor Class
16
Hit Points
287
Speed
30ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 18 (+4) 22 (+6) 23 (+6)

Saving Throws
Con +8, Cha +12
Skills
Arcana +10, Deception +18
Damage Resistances
cold
Damage Immunities
fire, lightning, poison
Condition Immunities
None
Senses
darkvision 60 ft., passive Perception 10
Languages
Gibberish
Challenge
17

Final Form Demigra (Once per short or long rest). If Demigra’s hit points are reduced to half of his hit point maximum, he can transform into his Final Form. In this state, Demigra’s size becomes large and he cannot be forcibly moved against his will. Additionally, he gains a +2 bonus to his AC and attack and damage rolls. Finally, Demigra can use the actions provided in the Mythic Actions section for the next hour.

Magic Resistance. Demigra has advantage on saving throws against spells and other magical effects.

Spellcasting. Demigra is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Demigra has the following sorcerer spells prepared:

Cantrips (at will): Fire Bolt, Light, Lightning Lure, Message, Minor Illusion

1st level (4 slots): Chaos Bolt, Charm Person, Disguise Self, Silent Image

2nd level (3 slots): Enlarge/Reduce, Misty Step, Phantasmal Force, Suggestion

3rd level (3 slots): Dispel Magic, Fireball, Major Image,

4th level (3 slots): Charm Monster, Dimension Door

5th level (2 slots): Dominate Person, Wall of Force

6th level (1 slot): Chain Lightning, Fizban’s Platinum Shield

7th level (1 slot): Fire Storm

Actions

Multiattack. Demigra makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks. He can expend two attacks to use his Spellcasting feature.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d10 + 3 bludgeoning damage.

Ki Blast. Ranged Spell Attack: +12 to hit, reach 5ft., one target. Hit 2d10 + 6 force damage.

Cast Astral Projection (1/day). Demigra can cast Astral Projection as part of his Spellcasting feature. When Demigra casts Astral Projection, he may project his astral form into any plane of existence within the multiverse, not just the Astral Plane.

Mythic Actions

If Demigra’s Final Form trait has activated in the last hour, he can use one of the following actions at the end of another creature’s turn. Demigra can take up to 3 mythic actions and regains spent mythic actions at the start of his turn.

Teleporting Strike. Demigra teleports to a creature he can see within 120 feet of him. He then attacks that creature with an Unarmed Strike.

Cast a Spell (Costs 2 actions). Demigra casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.

Boiling Breath (Costs 3 actions). Demigra teleports to an unoccupied space he can see within 60 feet of him. He the breaths a 30 foot cone of blue flame. Creatures within this cone must make a DC 19 Dexterity saving throw or take 5d8 fire damage.

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PART 6 | Dragon Ball Xenoverse