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Published by goroiamanuci, 2023-07-15 15:28:37

DBZS_MM

DBZS_MM

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.


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. 1 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. PART 1 | Dragon Ball


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. 2 PART 1 | Dragon Ball


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. 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. 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. Quarterstaf 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. 4 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. 5 PART 1 | Dragon Ball


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


Art by rachelordwayart 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. 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. 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. 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. 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. 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.


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. 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. 14 PART 1 | Dragon Ball


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. 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. 15 PART 1 | Dragon Ball


Goku 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


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 midair 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. 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.


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 lowerclass 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. 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


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. 22 PART 2 | Dragon Ball Z


Frieza Force Soldier Medium humanoid (of worlder), 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 (of worlder), 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.


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. 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. 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. 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. 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. 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. 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. 29 PART 2 | Dragon Ball Z


F u t u r e T r u n k s M e d i u m h u m a n o i d, n e u t ra l g o o d A r m o r Cla s s 1 7 ( n atu r al a rmo u r ) H i t P o i n t s 2 4 5 S p e e d 3 0 ft., fly 3 0 ft. S T R D E X C O N IN T WIS C H A 1 9 ( + 4 ) 1 7 ( + 3 ) 1 5 ( + 2 ) 1 8 ( + 4 ) 1 6 ( + 3 ) 1 8 ( + 4 ) S k ills Athleti c s + 8, In v e sti g ati o n + 9, P e r c e pti o n + 7 Co n d i t i o n Im m u n i t i e s c h a rme d S e n s e s p a s siv e P e r c e pti o n 1 7 L a n g u a g e s C ommo n C h alle n g e 1 2 S u p e r S a i y a n Th i rd G ra de . If F utu r e Tr u n k s’ hit p oints is r e d u c e d to h alf w hilst h e’s in his S u p e r S aiy a n state, F utu r e Tr u n k s e nte r s th e T hir d G r a d e o f S u p e r S aiy a n. H e g ain s 3 0 te m p o r a r y hit p oints a n d his L o n g s w o r d atta c k g ain s a n e xtr a d a m a ge die. However, his movement speed is reduced by 10 feet whilst in this fo rm. A c tio n s M u lt i a t t a ck. F utu r e Tr u n k s ma k e s th r e e L o n g s w o r d atta c k s. Longsword. Melee Weapon Attack: +8 to hit, reach 5ft., one ta r g et. H i t 1 d 8 + 4 sla s hin g d ama g e, o r 1 d 1 0 + 4 sla s hin g d ama g e if h eld with tw o h a n d s. Burning Attack. Ranged Spell Att a c k : + 8 to hit, r e a c h 9 0 ft., o n e ta r g et. H i t 2 d 1 0 + 4 fir e d ama g e. Heat Dome Attack (Recharge 6). F utu r e Tr u n k s s u r r o u n d s hims elf in Ki b e fo r e u nle a s hin g it in a 6 0 fe et lo n g, 2 0 fo ot wid e line in any direction, including upwards. Creatures in this line mu st s u c c e e d o n a D C 1 6 D e xte rity s a vin g th r o w o r ta ke 8 d 8 fir e d ama g e o n a faile d s a v e, o r h alf a s mu c h o n a s u c c e s s ful one. Super Saiyan As an action, Future Trunks can become a Supe r S aiy a n. If h e d o e s s o, F utu r e Tr u n k s b e c ome s r e sista nt to blu d g e o nin g, pie r cin g a n d sla s hin g d ama g e fr om n o n m a gic al 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 use s a Z a cti o n fr om th e o pti o n s b elo w. If a Z Acti o n is u s e d, it c a n n ot b e u s e d a g ain u ntil a diffe r e nt Z Acti o n h a s been u s e d. 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. 3 0 P A R T 2 | D r a g o n B a l l 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.


“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.


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.


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. 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. 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. 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. 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. 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


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