Goku, Start of DBS (Unfinished) Medium humanoid, depressed neutral Armor Class 330 Hit Points 410 Speed 20ft. STR DEX CON INT WIS CHA 3 (-3) 16 (+3) 6 (-2) 4 (-3) 16 (+3) 16 (+3) Condition Immunities charmed, frightened Senses passive Perception 13 Languages Common Challenge 21 Super Saiyan. When Goku gets more and more injured during combat, he can resort to using his Super Saiyan and godly states. Each state provides new benefits for Goku with stronger states gaining the benefits of lesser states. If Goku loses 150 hit points, he can choose to enter his Super Saiyan transformation. Goku gains a +1 bonus to his AC, attack and damage rolls along with a resistance to bludgeoning, slashing and piercing damage from nonmagical attacks. If Goku’s hit points reach 0, his hit points reset to 300 and he transforms into a Super Saiyan God. He gains a +1 to his attack and damage rolls and he can’t be detected via divination spells or other magical effects. After Goku transforms into a Super Saiyan God and loses a further 100 hit points, Goku can transform into a Super Saiyan God Super Saiyan, causing his hair and aura to glow a bright blue. He gains a +1 bonus to his AC, attack rolls and damage rolls. When he uses his God Kamehameha in the SSGSS state, Goku can first decide to teleport to a location he can see within 60 feet of him before firing the attack. Fowl Appearance. While the creature remains motionless, it is indistinguishable from a normal chicken. Sassiness. When questioned, this creature will talk back instead of answering. Actions God Kamehameha (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) 41 PART 3 | Dragon Ball Super
Goku, End of DBS Medium humanoid, chaotic good Armor Class 20 (natural armour) Hit Points 816 Speed 50ft., fly 50ft. STR DEX CON INT WIS CHA 21 (+5) 22 (+6) 23 (+6) 10 (+1) 24 (+6) 26 (+8) Saving Throws Dex +15, Con +15, Int +10, Cha +17 Skills Acrobatics +15, Arcana +10, Athletics +14, Insight +15, Perception +24, Survival +15 Condition Immunities charmed, frightened, stunned Damage Resistances fire, lightning Damage Immunities force; bludgeoning, piercing and slashing damage from nonmagical attacks. Senses passive Perception 16 Languages Common Challenge 30 Ultra Instinct. When Goku gets more and more injured during combat, he can resort to using his Ultra Instinct states. Each state provides new benefits for Goku with stronger states gaining the benefits of lesser states. When Goku’s hit points are reduced to half, he can choose to enter an Ultra Instinct ‘Omen’ state. In this state his Dexterity score insreases to 26 and his Dexterity saving throws and melee weapon attack and damage rolls increases by +2 as a result. Finally, Goku’s AC increases by +2 and his walking and flying speeds increases by 10ft. When Goku’s hit points hit 0, his current hit points reset to 500 as his hair becomes a shimmering white and he enters his Mastered Ultra Instinct state. He recharges his Divine Kamehameha and he regains any expended Legendary Actions. He can also use the options in the “Mythics Actions” section for the next hour. Finally his Dexterity score insreases to 30 and his Dexterity saving throws and melee attack and damage rolls increase by +2 as a result. Additionally, Goku makes five Unarmed Strikes or Ki Blast attacks on his turn instead of three. Finally, Goku’s walking and flying speeds increase by 10ft. Evasion (Mastered Ultra Instinct). If Goku is subjected to an attack that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and only half damage on a failed one. Legendary Resistance (5/day) If Goku fails a saving throw, he can choose to succeed instead. Actions Multiattack. Goku makes three Unarmed Strikes and uses Battle Roar. He can choose to swap an Unarmed Strike for a Ki Blast attack instead. In his Mastered Ultra Instinct state, Goku can make five attacks. Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 2d12 + 6 bludgeoning damage. Ki Blast. Ranged Spell Attack: +17 to hit, reach 150ft., one target. Hit 2d12 + 8 force damage. Battle Roar. Each creature of Goku’s choice that is within 120 feet of Goku and aware of him must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Goku’s Battle Roar for the next 24 hours. Divine Kamehameha (Recharge 5-6). Goku fires a beam of energy in a 300 foot long, 10-feet wide line in front of him. Creatures in this area must succeed on a DC 25 Dexterity saving throw or take 13d12 radiant damage on a failed save, half as much on a successful one. Reactions Uncanny Dodge (Ultra Instinct ‘Omen’) Whenever Goku is hit with an attack, Goku can use his reaction to halve the damage. Autonomous Assault (Mastered Ultra Instinct) If Goku is targeted with a line spell and his Divine Kamehameha is charged, he can use his reaction to take no damage from the spell and move to within 5 feet of the creature that cast the spell without provoking opportunity attacks. He then fires the Divine Kamehameha in a direction that includes the spellcasting creature in the area and the spellcaster has disadvantage on the saving throw against the attack. LegendarY Actions Goku can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Goku regains spent legendary actions at the start of its turn. Soaring Fist (Ultra Instinct ‘Omen’) Goku makes an Unarmed Strike with a range of 500ft. Silver Dragon Flash Goku makes an Unarmed Strike against a creature he can see within range. Instead of dealing the normal damage of the attack, the target must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn. MYthic Actions If Goku’s Mastered Ultra Instinct has activated in the last hour, he can use the options below as Legendary Actions. Giant Avatar (Mastered Ultra Instinct) (3 actions) (1/day) Goku manifests a Gargantuan avatar of himself that can fight in his place. It has Goku’s AC, ability scores, walking speed, saving throws, skill proficiences and uses Goku’s stats for Unarmed Strikes and Ki Blasts but deals one extra damage die for the damage of these attacks. The Giant Avatar acts on Goku’s initiative and has 100 hit points. Godly Display (2 actions) Goku fires a Ki Blast to a location within 200 feet of him that explodes in a 50 foot radius. Creatures in this space must succeed on a DC 25 Dexterity saving throw or take 8d10 radiant damage. 42 PART 3 | Dragon Ball Super
Minotaurus Medium beast, unaligned Armor Class 14 (natural armour) Hit Points 105 Speed 40ft. STR DEX CON INT WIS CHA 24 (+7) 11 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2) Senses passive Perception 10 Languages None Challenge 5 Charge. If a Minotaurus moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, a Minotaurus can make one stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 4d8 + 7 piercing damage. Stomp. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 3d10 + 7 bludgeoning damage. Ba Huge monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 165 Speed 40ft., burrow 30ft. STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 16 (+3) 2 (-4) 13 (+1) 10 (+0) Skills Perception +5, Stealth +3 Senses tremorsense 60ft., passive Perception 15 Challenge 5 False Appearance When the Ba remains motionless, it is distinguishable from a bed of white grass. Tunneler The Ba can burrow through solid rock at half its burrowing speed and leaves a 15 foot-wide, 15 foot-high tunnel in its wake. Actions Multiattack The Ba makes two bite attacks. Bite Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 3d8 + 5 piercing damage. Frightful Roar The Ba lets out a powerful, bone-chilling roar audible out to 300 feet. Any creature within 40 feet of the Ba that can hear its roar must succeed on a DC 14 Wisdom saving throw or be frightened of the Ba for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. 43 PART 3 | Dragon Ball Super
Jaco, the Galactic Patrolman Jaco Teirimentenpibosshi (or just Jaco to his friends) is a clumsy low-ranking member of the Galactic Patrol who passes himself off as a Super Elite to anyone who will listen. Fearful of danger and a known coward, Jaco’s lack of strength in comparison to the foes he comes up against doesn’t stop him from defending his jurisdiction. Said jurisdiction is the Planet Earth and other outlying worlds. His main job is to protect the world from alien encounters as the Galactic Patrol do not view the Earth as fit for extraterrestrial communications. As such it constantly pains Jaco to learn that aliens regularly frequent the Earth in the form of Namekians, Saiyans and Majins. Despite his low ranking in the Galactic Patrol, he is the most perceptive of all Patrolman. His eyesight is so great he can see the movements of even godly beings, a trait that continues to shock those he works alongside with. Jaco, the Galactic Patrolman Medium humanoid, lawful neutral Armor Class 16 (Patrolman Armour) Hit Points 134 Speed 30ft., fly 30ft. STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 10 (+0) Skills Perception +9 Condition Immunities blinded, deafened Senses darkvision 60ft., truesight 30ft., passive Perception 19 Languages All Challenge 5 Galactic Receiver Jaco can communicate telepathically with any creature wearing a Galactic Receiver so long as that creature is on the same plane as Jaco. Actions Multiattack Jaco makes three Unarmed Strike. He can replace any number of Unarmed Strikes with an equal number of Elite Ray Gun attacks. Unarmed Strike Melee Weapon Attack +8 to hit, range 5ft., one target. Hit 2d6 + 5 bludgeoning damage Elite Ray Gun Ranged Weapon Attack +8 to hit, range 60/320 ft., one target. Hit 1d8 + 5 force damage. Super Action On initiative count 20, losing initative ties, Jaco performs one of the following actions based on the current round of combat. When the last Super Action has been used, Jaco chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row. Round One: Galactic Responsibility Jaco targets a creature within 30 feet of him. Jaco proclaims it his duty to take the creature down. Jaco gains a 1d4 bonus to his attack and damage rolls made against the chosen creature until the next initiative count 20. Round Two: Elite Barrage Jaco makes three Elite Ray Gun attacks against three separate creatures in range. Round Three: Hero’s Pose (1/long rest) Jaco enters his signature pose, bolstering his confidence and his strength. Jaco gains a +1 bonus to his attack and damage rolls which lasts until Jaco is incapacitated or he enters a short or long rest. 44 PART 3 | Dragon Ball Super
God of Destruction Beerus Beerus’ Lair Beerus lives within a giant tree that houses a city within the trunks and branches. Around the tree are petal blossom trees, beautiful gardens and dazzling lakes. Beerus can often be found sleeping in various sections of the city, gathering dust in his centuries long slumbers. As such it can be easily deduced that something else tends to the grounds around the city. Lair Actions. On initiative count 20 (losing initiative ties), Beerus can take a lair actoion to cause one of the following effects; he can’t use the same effect rwo rounds in a row: Paralyzing Gaze Beerus glares at up to three creatures creature within 120 feet of him. The creatures must succeed on a DC 26 Wisdom saving throw or be put under the effects of the Slow spell. Beerus doesn’t need to concentrate on this spell, which ends on initiative count 20 of the next round. Cataclysmic Orb Beerus summons an orb of destructive energy in a space within 90 feet of him. If a creature moves within 20 feet of the orb, the orb explodes in a 20-foot radius. Creatures within this radius must succeed on a DC 26 Dexterity saving throw or take 4d6 necrotic damage on a failed save, half as much on a successful one. God of Destruction Beerus Medium celestial, chaotic neutral Armor Class 20 (natural armour) Hit Points 865 Speed 40ft., fly 40ft. STR DEX CON INT WIS CHA 30 (+10) 22 (+6) 20 (+5) 14 (+2) 28 (+9) 18 (+4) Saving Throws Strength +19, Constitution +14, Charisma +13 Skills Arcana +11, History +11, Intimidation +13, Perception +20, Religion +11 Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, deafened, frightened, poisoned, stunned Senses darkvision 180ft., truesight 120ft., passive Perception 30 Languages Common, Celestial Challenge 30 Legendary Resistance (5/day) If Beerus fails a saving throw he can choose to succeed instead. Life Link Beerus and Shin’s souls are connected due to their positions as God of Destruction and Supreme Kai respectively. If either Beerus or Shin die, so does the other. Limited Magic Immunity Unless Beerus wished to be affected, he is immune to spells of 6th level or lower. He has advantage against all other spells and magical effects. Divine Strikes Beerus’ weapon attacks are magical. Actions Multiattack Beerus uses his Frightful Presence. He then makes four Unarmed Strikes. He can swap any number of Unarmed Strikes with Ki Blasts instead. Unarmed Strike Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit: 2d12 + 10 bludgeoning damage. Ki Blast Ranged Spell Attack: +18 to hit, reach 5ft., one target. Hit: 2d12 + 10 necrotic damage. Frightful Presence Each creature of Beerus’ choice that is within 180 feet of Beerus and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Beerus’ Frightful Presence for the next 24 hours. Hakai (Recharge 6) Beerus points his palm at a creature within 30 feet of him. That creature must succeed on a DC 26 Constitution saving throw or takes 10d10 necrotic damage on a failed save. If the creature’s hit points are reduced to 0 they are erased from existence and can only be brought back via the use of a True Resurrection or Wish spell. A creature that succeeds the save takes half damage and is not erased even if their hit points hit 0 from this attack. Reactions Headshot If Beerus is hit by a melee weapon attack, he can choose to use his reaction to make an unarmed strike against the target. If he does so, he takes no damage from the triggering attack. LegendarY Actions Beerus can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Beerus regains spent legendary actions at the start of its turn. God of Destruction’s Wrath Beerus fires two Ki Blasts at two separate creatures within range. God of Destruction’s Rampage Berrus makes two Unarked Strikes at two separate creatures within range. God of Destruction’s Wrath Beerus fires a beam of energy at a creature wihtin 120 feet of him. The creature must succeed on a DC 26 Wisdom saving throw or take 4d6 force damage and become stunned until the end of its next turn. The creature takes half damage and isn’t stunned on a successful save. 45 PART 3 | Dragon Ball Super
Auta Magetta Large humanoid (metalman), unaligned Armor Class 22 (natural armor) Hit Points 338 Speed 25ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 10 (+0) 13 (+1) 16 (+3) Saving Throws Str +14, Con +13 Condition Immunities exhausted, paralyzed, petrified, poisoned, stunned Damage Immunities fire, force; bludgeoning, piercing and slashing damage from nonmagical attacks Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 18 Weak to Mockery. If a creature uses its action to insult Auta Magetta, Auta Magetta must succeed on a DC 15 Wisdom saving throw or become frightened of the creature until the end of his next turn. Steaming Aura. If a creature ends its turn within 5 feet of Auta Magetta, it takes 10 fire damage. Immutable Form. Auta Magetta is immune to any spell or effect that would alter its form. Siege Monster. Auta Magetta deals double damage to objects and structures. Actions Multiattack. Auta Magetta makes two Club attacks and then performs a Lava Spit attack. Club. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 4d4 + 8 bludgeoning damage. Lava Spit. Ranged Weapon Attack: +13 to hit, reach 90ft., one target. Hit 6d6 + 7 fire damage. Volcanic Explosion (Recharge 5-6). Auta Magetta sends a rush of lava out from the top of its head. This lava falls in a 40-foot radius around Auta Magetta. Creatures in this area, other than Auta Magetta, must make a DC 21 Dexterity saving throw or take 9d10 fire damage on a failed save, or half as much on a successful one.
Cabba A Saiyan from Universe 6, Cabba is an Elite warrior from Planet Sadala. In Universe 7’s parallel, the Saiyans homeworld survved the people’s internal conflict and became valiant defenders of smaller homeworlds. In the modern Age, the King of Sadala’s reign is threatened only by Caulifla’s bandits that live within the wastelands between settlements. The Other Prideful Warrior Not unlike Vegeta, Cabba is deeply proud of his origins and Saiyan heritage a factor that both Saiyans bond over during the Tournament of Destroyers. Caring of those close to him, the threat of the destruction of his people caused him to realise the legend of the Super Saiyan which had been similarly lost in the 6th Universe. From there his massive boost in power helped him hold his own against the Prince of Saiyans from Universe 7 and after the Tournament of Destroyers he worked to become even stronger. Following the ways of his new mentor Vegeta, Cabba realised even greater heights in the Tournament of Power with his utilization of Super Saiyan 2. A True Saiyan As noted by Vegeta, Cabba utilises a traditional Saiyan combat stance when fighting and he’s even capable of utilising a variation of the Galick Gun technique called the Galick Cannon. During his fights in the Tournament of Power, Cabba showcases the ability to use another of Vegeta’s signature techniques, the Final Flash. Cabba Medium humanoid, lawful good Armor Class 18 (Battle Armour) Hit Points 195 Speed 30ft., fly 30ft. STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 17 (+3) Saving Throws Constitution +6, Charisma +7 Skills Acrobatics +9, Persuasion +11 Senses passive Perception 12 Languages Common Challenge 10 Saiyan Grit (3/day). If Cabba fails a saving throw he can reroll and must use the new roll. Super Saiyan. If Cabba is reduced to half of his hit points, he transforms into a Super Saiyan. His Galick Cannon recharges and Cabba gains a +1 to his attack and damage rolls and can make an extra Ki Blast attack per turn. He also gains a +2 bonus to his AC. Actions Multiattack. Cabba makes two Unarmed Strikes and fires two Ki Blasts. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d6 + 5 bludgeoning damage. Ki Blast. Ranged Spell Attack: +7 to hit, reach 60/320ft., one target. Hit 2d6 + 3 force damage. Galick Cannon (Recharge 5-6). Cabba fires a beam of energy in a 60-foot long 10 feet wide beam of energy in front of him. Creatures in this line must succeed on a DC 15 Dexterity saving throw or take 10d8 force damage on a failed save, half as much on a successful one. Super Actions On initiative count 20, losing initative ties, Cabba performs one of the following actions based on the current round of combat. When the last Super Action has been used, Cabba chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row. Round One: Meteor Crash Cabba makes three Unarmed Strikes against a creature in range he can see. Round Two: Sledgehammer Cabba strikes a creature within 5 feet that he can see. That creature must succeed on a DC 17 Strength saving throw or be knocked prone. Round Three: Big Bang Cannon Cabba fires a Ki Blast against a creature he can see in range. If the Ki Blast hits it deals its normal damage to its target and then explodes in a 10-foot radius. Creatures in this area, including the initial target, must succeed on a DC 15 Dexterity saving throw or take 3d8 force damage. 46 PART 3 | Dragon Ball Super
Hit Medium humanoid, lawful neutral Armor Class 18 Hit Points 388 Speed 40ft. STR DEX CON INT WIS CHA 15 (+2) 26 (+8) 16 (+3) 14 (+2) 24 (+7) 15 (+2) Saving Throws Strength +8, Wisdom +13, Charisma +8 Skills Acrobatics +14, Arcana +8, Athletics +8, Perception +13, Stealth +14, Sleight of Hand +14 Condition Immunities grappled, paralyzed, petrified Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks Senses blindsight 30ft., passive Perception 23 Languages Common Challenge 20 Legendary Resistance (3/day) If Hit fails a saving throw, he can choose to succeed instead. Vital Point Attack. Hit scores a critical hit on a 18-20. Deadly Intent If Hit is waering his long coat, he can place his hands in his pockets. If he does so, he makes melee attack rolls at advantage. Innate Spellcasting Hit casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 21): At will: Hold Person, Misty Step 3/day: Banishment, Slow, Far Step 1/day: Forcecage, Hold Monster, Teleport Actions Multiattack. Hit makes three Unarmed Strikes and uses Innate Spellcasting. Unarmed Strike Melee Weapon Attack +14 to hit, reach 5ft., one target. Hit 2d10 + 8 bludgeoning damage, plus 3d6 force damage. Flash Fist Crush (Recharge 6) Hit punches the air, sending out a rippling burst of energy to a creature he can see within 300 feet of him. The target must succeed on a DC 21 Dexterity saving throw or take 8d10 force damage and become stunned until the end of Hit’s next turn. A creature that succeeds this saving throw is immune to Hit’s Flash Fist Crush for the next 24 hours. LegendarY Actions Hit can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Hit regains spent legendary actions at the start of its turn. Time Skip Hit teleports to a location he can see within 60 feet of him. If a creature is within range, Hit can make one Unarmed Strike against the creature and makes the attack roll at advantage. Time Freeze (1/day). Hit casts the spell Time Stop. When casting Time Stop, Hit can influence and attack objects and creatures but he may only take 1 round. Tides of Time (Costs 2 actions) Hit takes the Dodge action. Super Actions On initiative count 20, losing initative ties, Hit performs one of the following actions based on the current round of combat. When the last Super Action has been used, Hit chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row. Round 1: Jump Spike Hit moves up to his speed to a creature he can see without provoking opportunity attacks. He then makes two Unarmed Strikes against his target. Round 2: Tremor Pulse Hit teleports to a creature within 30 feet of him and makes an Unarmed Strike against the target. Round 3: Icy Glare Hit glares at a creature within 60 feet of him. That creature must succeed on a DC 21 Wisdon saving throw or become restrained until the end of their next turn. 47 PART 3 | Dragon Ball Super
Goku Black Medium celestial, unoriginal neutral Armor Class 17 Hit Points 517 Speed 30ft., fly 30ft. STR DEX CON INT WIS CHA 30 (+10) 21 (+5) 17 (+3) 16 (+3) 19 (+4) 25 (+7) Saving Throws Dexterity +12, Wisdom +11, Charisma +14 Condition Immunities swagged, melancholy Senses passive Perception 6 Languages Common, Celestial Challenge 23 (50,000 XP or 100,000 XP if Goku Black uses Super Saiyan Rosé) Super Saiyan Rosé. If Goku Black would be reduced to 0 hit points, his current hit point total resets to 300 hit points, and he recharges his Super Black Kamehameha. He can make four Scythe attacks per turn instead of two when transformed in this way. Legendary Resistance (3/day). If Goku Black fails a saving throw, he can choose to succeed instead. God Ki Goku Black is immune to all forms of divination spells and magical effects. Creatures have disadvantage on Perception checks to find Goku Black. Actions Multiattack Goku Black makes two Scythe attacks and fires a Black Power Ball. Scythe. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 2d8 slashing damage plus 3d10 radiant damage. Black Power Ball. Ranged Spell Attack: +14 to hit, reach 60/320ft., one target. Hit 4d8 force damage. Super Black Kamehameha (Recharge 5-6). Goku Black fires a beam of energy in a 120-foot long, 10 feet wide line in front of him. Creatures in this line must make a DC 22 Dexterity saving throw or take 15d10 force damage on a failed save, or half as much on a successful one. Blade of Disaster. Goku Black casts the 9th level spell Blade of Disaster. When casting this spell the Blade appears as a Scythe that he wields in his hand rather than allowing it to float in the air. Additionally when Goku Black makes a melee attack with the Blade of Disaster he can fire a Black Power Ball immediately after. LegendarY Actions Goku Black can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Goku Black regains spent legendary actions at the start of its turn. Instant Transmission Goku Black teleports to a location he can see within 60 feet of him. God Slicer (2 actions) Goku Black summons a blade around his hand and then moves up to his speed without provoking opportunity attacks to a creature he can see. He then makes a melee attack using the sword which uses his Scythe’s attack and damage rolls. Human Extinction Attack (Costs 3 actions) Goku Black fires a beam of energy into the air which rains down onto any creatures he chooses and can see within 120 feet of him. The creatures Goku Black targets must make a DC 22 Dexterity saving throw or take 5d10 force damage on a failed save, or half as much on a successful one. Super Actions On initiative count 20, losing initative ties, Goku Black performs one of the following actions based on the current round of combat. When the last Super Action has been used, Goku Black chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row. Round 1: Azure Dragon Scythe Goku Black empowers the scythe in his hand. His Scythe attack’s damage increases by one damage die and he gains a +2 bonus to attack and damage rolls using the Scthe. These bonuses last until the next initiative count 20. Round 2: Work of the Gods With his scythe, Goku Black cuts a hole in the fabric of space in a location within 30 feet of him. The tear in space has a 10-foot radius and any creatures within this space must succeed on a DC 22 Dexterity saving throw or take 5d6 force damage. Round 3: Mass Replication Goku Black summons 1d4 Revenants in a location he can see within 60 feet of him. The Revenants have the same appearance as Goku Black. They have 50 hit points and disappear on the next initiative count 20. 48 PART 3 | Dragon Ball Super
Pride Troopers The Pride Troopers are Universe 11’s greatest heroes. Originally just a ragtag group of adventurers, the Pride Troopers have become a household name across Universe 11. Now an intergalactic guild, the Pride Troopers take on only the best heroes the 11th Universe has to offer. With a strong focus on teamwork and the bonds that tie heroes together, the Troopers have protected the planets of Universe 11 for more than 200,000 years. Back then, the God of Destruction Belmod was a mortal within the ranks of the Troopers. Now, the Pride Troopers are led by the mighty Top. But he is hardly the only noteworthy Pride Trooper and he is by no means the strongest. Dyspo Most Pride Troopers have a focus on what they’re good at. For Dyspo, this is his speed as nobody can match his quickness. Also known as the Super Sonic Pride Trooper, Dyspo is confident in his ability to outpace a villain…some might even say to confident. This overconfidence has, at times, caused him to underestimate a foe. If he did not have other Pride Troopers at his side, Dyspo may very well not have won most of his fights. Jiren Jiren, Jiren the Grey or The Pride of Universe 11. Jiren is given many names in his universe for the mighty deeds he has accomplished in his lifetime. Though not the leader of the Pride Troopers, he is, by far, the strongest among them. So great is the gap between himself and his ally Top that some people mistake Jiren for the leader of the group. Having lost his family and his master as a young child, Jiren devoted himself to gaining strength in solitude. With time, Jiren sought to protect those who could not protect themselves with the strength he had gained. For a long time Jiren did this alone and without support from others. Perhaps it was because he felt it necessary. Perhaps a part deep within Jiren yearned for companions to fight alongside. Whatever the reason, Jiren would one day don the uniform of a Pride Trooper and fight alongside them. 49 PART 3 | Dragon Ball Super
Regional Effects Fatal Heat. The region within 3 miles of Jiren, whilst he is in combat, is filled with heavy smoke, obscuring the vision of those within. Once, every 60 feet, within 1 mile of Jiren, a 10-foot high gout of fire explodes from the ground. A creature within a 5-foot radius of this explosion takes 4d6 fire damage. Pride Troopers. If more than one member of the Pride Troopers are fighting within 100 miles of each other, they know the location of one another and can communicate with each other telepathically. Jiren Medium humanoid, lawful bogus Armor Class 25 (natural armour) Hit Points 900 Speed 60ft., fly 60ft. STR DEX CON INT WIS CHA 30 (+10) 21 (+5) 30 (+10) 14 (+2) 20 (+5) 28 (+9) Saving Throws Strength +20, Dexterity +15, Intelligence +12, Charisma +19 Condition Immunities charmed, frightened, grappled, paralyzed Damage Immunities bludgeoning, piercing and slashing damage from nonmagical attacks. Senses passive Perception 15 Languages Common Challenge 30 Legendary Resistance (5/day). If Jiren fails a saving throw, he can choose to succeed instead. Vacuum Survival. Jiren does not need to breathe to survive. Energy Barrier. Unless he wishes to be affected, Jiren is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects. Actions Multiattack. Jiren uses his Frightening Presence or Meditation. He then makes three Unarmed Strikes. Jiren can replace any number of Unarmed Strikes with Power Impact attacks. Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit 3d12 + 10 bludgeoning damage, plus 2d12 fire damage. Power Impact. Melee Weapon Attack: +18 to hit, reach 500ft., one target. Hit 4d10 + 9 fire damage. Overheat Magnetron (Recharge 5-6). Slamming his fist into the ground, Jiren causes the area in front of him to erupt in a burst of fire. Creatures in a 600 foot cone in front of Jiren must succeed on a DC 27 Dexterity saving throw or take 16d10 fire damage on a failed save, or half as much on a successful one. Meditation. Jiren closes his eyes for a moment, calming his mind. Jiren gains truesight out to 120 feet until the end of his turn. Reactions Try Something! If Jiren is hit with a melee attack, he causes the damage and other effects of that attack to fail. Jiren then makes an Unarmed Strike or Ki Blast attack against the creature that made the triggering attack. LegendarY Actions Jiren can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Jiren regains spent legendary actions at the start of its turn. Power Rush. Jiren makes two Unarmed Strikes against a creature he can see within range. Pure Progress (2 actions.) Jiren ends one spell or condition currently affecting him. Until the start of his next turn, Jiren also becomes resistant to cold, fire and lightning damage. Super Actions On initiative count 20, losing initative ties, Jiren performs one of the following actions based on the current round of combat. When the last Super Action has been used, Jiren chooses the Super Action that is activated on initiative count 20 unless an action says otherwise. The same Super Action cannot be activated twice in a row. Round 1: Grand Charge. Jiren moves towards a creature within 30 feet of him that he can see, without provoking opportunity attacks, and makes an Unarmed Strike against that creature. On a hit, the attack deals an extra 4d8 force damage and must succeed on a DC 27 Strength saving throw or be pushed back 60 feet and knocked prone Round 2: Burst Impact. Jiren makes an Unarmed Strike against a creature he can see within range. On a hit, that target, and creatures within 5 feet of that target other than Jiren, take 8d6 fire damage. Round 3: Explosive Power. Jiren raises his power far beyond his limits for a brief moment. Upon doing so, Jiren ends one spell or magical effect currently affecting him. 50 PART 3 | Dragon Ball Super
Paragus Medium humanoid, chaotic sloppy Armor Class 17 (battle armour) Hit Points 140 Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 12 (+1) 13 (+1) 19 (+4) Senses passive Perception 11 Languages Common Challenge 4 Shock Collar. If Paragus grapples a creature, he can attach a Shock Collar to them as part of the same action. A Shock Collar can be removed with a successful DC 12 Athletics (Strength) check and has an AC of 11 and 20 hit points. Actions Multiattack. Paragus makes two Unarmed Strike and a Dead Punisher attack. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 2d6 + 3 bludgeoning damage. Dead Punisher. Ranged Spell Attack: +7 to hit, reach 30ft., one target. Hit 3d10 + 4 thunder damage. Shock Collar Remote. Paragus presses the button on a remote control. A creature wearing Paragus’ Shock Collar must succeed on a DC 12 Constitution saving throw or take 8d6 lightning damage and become paralyzed. On a failed save, a creature takes half damage and is not paralyzed. 51 PART 3 | Dragon Ball Super
Broly DBS Medium humanoid, lawful neutral Armor Class 17 Hit Points 420 Speed 40ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 8 (-1) 13 (+1) 25 (+7) Saving Throws Strength +19, Constitution +18, Wisdom +10 Skills Athletics +19, Intimidation +16, Perception +10, Survival +10 Condition Immunities charmed, frightned Damage Resistances cold, fire, force, lightning Senses passive Perception 14 Languages Common Challenge 20 (25,000 XP) (30 (155,000 XP) if Broly uses his Wrathful Saiyan trait) Legendary Resistances (3/day) If Broly fails a saving throw, he can choose to succeed instead. Wrathful Saiyan. When Broly’s hit points are reduced to half of his hit point maximum, he can enter his Wrathful Saiyan state. Doing so causes Broly to become Chaotic Neutral and lose all sense of self. On his turn, whilst in the Wrathful Saiyan state, Broly must move toward and attack the closest being he can see. Additionally, whilst in this state, Broly gains a +3 bonus to his melee damage rolls, his AC increases by +1 and he gains resistance to bludgeoning, piercing and slashing damage. Super Saiyan. As an action, whilst in the Wrathful Saiyan form, Broly can also enter his Super Saiyan form which increases his movement speed by 20 feet and allows him to perform one additional Unarmed Strike or Ki Blast per turn. Full Power Super Saiyan. If Broly’s hit points are reduced to 0 whilst he is in his Super Saiyan form, his hit points reset to 500 and he regains all expended uses Legendary Resistance and creatures can once again be affected by Broly’s Frightful Presence. Additionally, he can use the options provided in the Mythic Action section for the next hour. Actions Multiattack. Broly uses his Frightening Presence. He then makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Eraser Cannon attacks. Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit 2d10 + 10 bludgeoning damage. Eraser Cannon. Melee Weapon Attack: +13 to hit, reach 600ft., one target. Hit 2d10 + 7 force damage. Frightful Presence. Each creature of Broly’s choice that is within 120 feet of Broly and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Broly’s Frightful Presence for the next 24 hours. Reactions Mimicry (5/day). When a creature uses a class feature or casts a spell, Broly can use his reaction to mimic the ability. He retains the knowledge of the feature or spell until he uses it as an action or mimics a new feature or spell. LegendarY Actions Broly can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Broly regains spent legendary actions at the start of its turn. Eraser Blow. Melee Spell Attack: +16 to hit, reach 5ft., one target. Hit 4d12 + 7 force damage. Wrathful Charge. Broly moves to a creature he can see within 30 feet of him, without provoking opportunity attacks, and makes an Unarmed Strike against the creature. Counter Skill. Broly ends one spell or magical effect of 6th level or lower currently targeting him. MYthic Actions If Broly’s Full Power Super Saiyan trait has activated in the last hour, he can use the options below as legendary actions. Gigantic Cluster (Costs 2 actions). Broly fires four Ki Blasts to locations he can see within 300 feet of him. These Ki Blasts explode in a 20-foot radius. Creatures in this radius must succeed on a DC XX Dexterity saving throw or take 20d8 force damage on a failed save, or half as much on a successful one. Creatures within the radius of multiple Ki Blasts are only affected by one. Gigantic Omegastorm (Costs 2 actions). Broly fires a beam of green Ki in a 120-foot line that is 15 feet wide. Creatures in this line must make a DC XX Dexterity saving throw or take 24d6 force damage on a failed save, or half as much on a successful save. Gigantic Rampage (Costs 2 actions). Broly lets out a powerful cry and a wave of Ki erupts around him in a 60-foot radius. All creatures in this area, except Broly, must succeed on a DC XX Dexterity saving throw or take 15d12 force damage.
Jiya Small aberration, lawful good Armor Class 12 Hit Points 8 Speed 25ft., fly 300ft; STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1) Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1/8 Actions Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 damage. Possession. Jiya can possess a creature, so long as he has the permission from the creature to do so. Whilst he possesses a creature, he gains their ability scores and he can use the abilities stated within their statblock. Jiya’s Robot Suit Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 95 Speed 30ft., fly 30ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 0 (-5) 0 (-5) 0 (-5) Condition Immunities None Senses darkvision 60 ft., passive Perception 16 Languages None Challenge 3 Jiya’s Suit. Jiya can use his Possession trait to enter his Robot Suit. When he does so, the Suit’s Intelligen, Wisdom and Charisma scores become Jiya’s. Actions Multiattack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 2d4 + 4 bludgeoning damage. Ki Gun. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d8 + 3 force damage.
Granolah Medium humanoid (cerealian), lawful neutral Armor Class 16 (studded leather) Hit Points 194 Speed 40ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 16 (+3) 14 (+2) 22 (+6) 13 (+1) Skills Perception +14 Condition Immunities weak-kneed, drunk Senses darkvision 120 ft., truesight 30ft. passive Perception 24 Languages Common Challenge 9 Special Equipment. In addition to his armor, Granolah is equipped with a Scouter in the shape of an Eye Piece. Evolved Right Eye. Whenever Granolah makes a ranged attack roll, he does so at advantage. Perfected Accuracy. Once per turn, if Granolah misses with an attack roll, he can reroll the attack and must use the new roll. Actions Multiattack. Granolah makes four Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks. Additionally, Granolah can replace one Unarmed Strike with his Stun Gun attack. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 2d6 + 4 bludgeoning damage. Ki Blast. Ranged Spell Attack: +10 to hit, reach 240ft., one target. Hit 3d6 + 6 force damage. Stun Gun. Ranged Weapon Attack: +6 to hit, reach 120ft., one target. Hit 1d8 + 2 lightning damage. Additionally, on a hit, a creature must succeed on a DC 14 Constitution saving throw or become paralyzed. Bonus Actions Scatter Shot. Granolah makes two Ki Blast attacks. Meteor Crash. Granolah makes two Unarmed Strikes. Vital Point Strike. If Granolah hits a creature with an Unarmed Strike as his action, he can use his bonus action to cause the creature to be affected by one of the following effects: the creature is knocked prone the creature is pushed 15 feet away from Granolah the creature becomes incapable of taking reactions until the end of Granolah’s next turn.
Gas Small humanoid (heeter), lawful evil Armor Class 15 (natural armor) Hit Points 227 Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 21 (+5) 16 (+3) 12 (+1) 17 (+3) 18 (+4) Condition Immunities frightened, Senses passive Perception 19 Languages Common, Gibberish Challenge 13 (10,000 XP or 20,000 XP if Gas’ Instincts Unleashed trait activates) Instincts Unleashed. When Gas drops to 0 hit points, but is not killed outright, he immediately regains 170 hit points as he transforms into a berserking monster. In this state, Gas’ size becomes Large and he is resistant to bludgeoning, slashing and piercing damage and has advantage on melee weapon attacks. Whilst in this state, Gas must make an attack against the creature closest to him (including if that creature is an ally) on his turn if he is capable of doing so Heeter’s Tactics. Gas has advantage on attack rolls against a creature if another member of the Heeters is within 5 feet of the creature and is not incapacitated. Innate Spellcasting. Gas’ spellcasting ability is Charisma (spell save DC xx). It can innately cast the following spells, requiring no material components: At will: Eldritch Blast, Spiritual Weapon 3/day each: Hold Person, Shield 1/day each: Telekinesis Actions Multiattack. Gas makes three Arcane Weapon attacks and uses Innate Spellcasting. He can replace any number of Arcane Weapon attacks with an equal number of Ki Blast attacks Arcane Weapon. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit 2d10 + 4 bludgeoning, piercing or slashing damage (Gas’ choice). Ki Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit 2d8 + 4 force damage.
Bardock Medium humanoid, lawful neutral Armor Class 18 (Battle Armour) Hit Points 171 Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3) Saving Throws Str +7, Wis Condition Immunities frightened Senses passive Perception 5 Languages Common Challenge 7 Scouter Bardock has advantage on Perception checks to locate hidden or invisible creatures. Action Surge (1/short or long rest) Bardock can make one additional action on his turn. Future Sight. Bardock cannot be surprised so long as he is not incapacitated. Actions Multiattack Bardock makes two Unarmed Strikes and fires a Brave Heat. Bardock can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks. Unarmed Strike Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 1d6 + 4 bludgeoning damage. Ki Blast Ranged Spell Attack: +6 to hit, reach 90ft., one target. Hit 1d6 + 3 force damage. Brave Heat Bardock fires a short burst of energy in a 15 foot cone. Creatures within this area must make a DC 14 Dexterity saving throw or take 3d6 force damage on a failed save, or half as much on a successful one. Z Actions Rebellion Spear. Bardock moves up to 60 feet to a creature he can see, without provoking opportunity attack. He then performs an Unarmed Strike against that creature, dealing an additional 2d6 fire damage on a hit. Rebellion Trigger. Bardock fires a Ki Blast at a creature he can see within 120 feet of him. The attack deals an extra 2d6 fire damage on a hit. Saiyan Soul. Bardock wraps his body in a flaming aura. He becomes resistant to bludgeoning damage and his Unarmed Strikes deal an extra 1d6 fire damage on a hit, until the next initiative count 20.
Goku GT Small humanoid, neutral good Armor Class 18 Hit Points 334 Speed 25ft., fly 40ft. STR DEX CON INT WIS CHA 17 (+3) 26 (+8) 22 (+6) 10 (+0) 12 (+1) 24 (+7) Saving Throws Strength +9, Dexterity +14, Charisma +13 Skills Athletics +9, Acrobatics +14, Perception +10, Survival +10 Condition Immunities charmed, frightened Senses passive Perception 20 Languages Common Challenge 20 (25,000 XP or 50,000 XP when Goku uses his Super Saiyan traits) Legendary Resistance (3/day) If Goku GT fails a saving throw, he can choose to succeed instead. Super Saiyan. Goku can enter multiple levels of the Super Saiyan state providing him with various benefits. When he transforms into a higher state of Super Saiyan, Goku gains the benefits from that form and all forms before it. When Goku’s hit points hit 300, he becomes a Super Saiyan. As a Super Saiyan he gains a +1 to his attack and damage rolls. When Goku’s hit points hit 200, he becomes a Super Saiyan 2. As a Super Saiyan 2 he gains +2 to his AC. When Goku’s hit points hit 100, he becomes a Super Saiyan 3. As a Super Saiyan 3 he gains another +1 to his attack and damage rolls and becomes resistant to bludgeoning, piercing and slashing damage from nonmagical attacks. When Goku’s hit points reach 0, he can become a Super Saiyan 4. As a Super Saiyan 4 his hit points reset to 250 and he gains another +1 to his attack and damage rolls. Additionally his size becomes Medium and he gains resistance to force, psychic and radiant damage. Golden Great Ape. If Goku views sunlight reflected off of a planetary object or is subjected to a massive amount of Blutz Waves from another source, he transforms into a Golden Great Ape. Goku’s stat block become that of a Golden Great Ape and if he drops to 0 hit points as a Golden Great Ape, he reverts to his normal state with 0 hit points. Actions Multiattack. Goku makes three Power Pole attacks. Power Pole. Melee Weapon Attack: +14 to hit, reach 60ft., one target. Hit 2d10 + 8 bludgeoning damage. x10 Kamehameha (Recharge 5-6). Goku fires a beam of red energy in a 150 foot long, 5-feet wide line in front of him. Creatures in this line must succeed on a DC 21 Dexterity saving throw or take 14d8 force damage on a failed save, or half as much on a successful one. Super Ultra Spirit Bomb (Recharge 6). Goku summons a Huge orb of energy above him and launches it at a point he can see within 120 feet of him. The bomb explodes in a 50 foot radius at that point. Creatures within this radius must succeed on a DC 21 Dexterity saving throw or take 10d12 force damage on a failed save, or half as much on a successful one. Creatures of a good alignment make this save with advantage and creatures of an evil alignment make the save with disadvantage. Goku can choose not to throw the Bomb and instead hold the Bomb in his hand. For each turn he holds the Bomb the damage it deals increases by 1d12 and he can hold the Bomb in this way for up to 1 minute. He is concentrating on the Spirit Bomb whilst charging it as if concentrating on a spell and the Spirit Bomb explodes in his hand if he loses concentration. LegendarY Actions Goku GT can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Goku GT regains spent legendary actions at the start of its turn. Instant Transmission Goku teleports to a spot he can see within 200 feet of him. Dragon Fist (2 actions) Goku moves up to 120 feet to a creature he can see within range without provoking opportunity attacks before attacking them with an unarmed strike. This attack is made with advantage and, if it hits, the attack deals an extra 8d8 radiant damage as the form of a Wish Dragon pierces the creature. Goku’s Change (3 actions) Goku gains an aura that prevents attacks from truly hurting him. Goku cannot use this Legendary Action if he enters any Super Saiyan states. After using Goku’s Change, he resists all damage types until the start of his next turn. 54 PART 5 | Dragon Ball Movies
Lord Slug Medium humanoid, chaotic evil Armor Class 20 Hit Points 230 Speed 40ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 13 (+1) 11 (+0) 16 (+3) Senses passive Perception 8 Languages Common, Namekian Challenge 10 Eternal Youth Lord Slug cannot be aged magically and he cannot die from old age. Great Namekian. When Lord Slug reaches half HP, he enters a state of rage. Lord Slug’s size becomes Gargantuan and his Unarmed Strike and Darkness Eye Beam attacks deal an extra 2d6 damage. He can also use the Crushing in Hands action. Regeneration. Lord Slug regains 15 HP at the start of his turn. If Lord Slug takes fire damage, this trait doesn’t function at the start of Lord Slug’s next turn. Namek Finger If Lord Slug uses his action to grapple, he can choose a target within 15 feet of him instead of 5 feet. Actions Multiattack. Lord Slug makes two Unarmed Strikes and uses his Darkness Eye Beam or Darkness Twin Star. As a Great Namekian, he can replace an attack with Crushing In Hands. Uarmed Strike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 2d6 + 4 bludgeoning damage. Darkness Eye Beam Ranged Spell Attack +7 to hit, reach 120ft., one target. Hit 3d6 + 3 force damage. Darkness Twin Star Lord Slug summons 1d4 orbs of energy within 5 feet of him that circle his body. Whenever a creature moves within 5 feet of Lord Slug or attempts to move or Disengage from this space, Lord Slug makes a spell attack (+7 to hit) against that creature using one of the summoned orbs. That creature takes 3d10 force damage if the orb hits and its movement speed is reduced to 0 until it ends its turn. Crushing In Hands. As a Great Namekian, Lord Slug can crush a creature between his hands. Lord Slug must succeed in grappling a creature within 15 feet of him and, if he does, the creature takes 5d12 bludgeoning damage and is restrained. As an action on their turn, a creature can try to escape from the grapple. If Lord Slug has a creature grappled on his turn, he can use his action to cause that creature too take 5d12 bludgeoning damage.
Cooler Medium humanoid, lawful evil Armor Class 17 (natural armour) Hit Points 245 Speed 35ft., fly 35ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+5) Condition Immunities charmed, frightened Senses passive Perception 12 Languages Common Challenge 12 Super Evolution. When Cooler’s hit points reach 0, his current hit points reset to 120, he enters his Fifth Form beyond what is normally capable for his people. This causes his size to increase to Large and his tail attack gains an extra 2d8 piercing damage on a hit. Finally he recharges his Cooler Supernova. Actions Multiattack Cooler makes two Unarmed Strikes and a Tail attack. He cannot target a creature with a Tail attack if he has targeted them with an Unarmed Strike on his turn. Alternatively, he can fire a Death Flash instead of attacking with his Tail. Unarmed Strike Melee Weapon Attack +8 to hit, reach 5ft., one target. Hit 2d8 + 4 bludgeoning damage. Tail Melee Weapon Attack +8 to hit, reach 5ft., one target. Hit 1d12 + 4 bludgeoning damage. Death Flash Ranged Spell Attack +9 to hit, reach 60ft., one target. Hit 3d6 + 5 force damage. Cooler Supernova (Recharge 5-6). Cooler throws a large orb of energy at a location within 200 feet of him. The orb detonates in a 30-foot radius when it lands and creatures within this radius must succeed on a DC 18 Dexterity saving throw or take 5d10 force damage plus 5d10 fire damage on a failed save, half as much on a successful one. Bonus Actions Fake Blast Cooler fires a bright blast of Ki at a creature within 30 feet of him. This creature must succeed on a DC 18 Constitution saving throw or become blinded until the start of Cooler’s next turn. Telekinesis Cooler grabs a creature within 60 feet of him with his mind. The creature must succeed on a DC 18 Strength saving throw or be forcefully moved by Cooler 30 feet from the creature’s original space to a location Cooler can see.
Broly Z Medium humanoid (saiyan), chaotic neutral Armor Class 16 (natural armor) Hit Points 281 Speed 30ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 10 (+0) 15 (+2) 17 (+3) Saving Throws Dex +7, Wis +7, Cha +8 Skills Athletics +11, Intimidation +13, Survival +7 Condition Immunities charmed, exhausted, frightened Damage Resistances cold, fire; bludgeoning, piercing and slashing Senses passive Perception 12 Languages Common Challenge 15 Kakarot!. If Broly hears the word Kakarot spoken, he must try to to attack the source of the spoken word on his turn. If the word comes from multiple sources, Broly is restraned. Otherwise, he moves to attack what he perceives to be the closest source. Control Ring. Whilst Broly wears the control ring that sits atop his head, most of his latent power is suppressed. He cannot gain the advantages of his Gigantic Slam or Legendary Resistance traits or his egendary Actions. He cannot use his Planet Geyser action or utilise his Legendary Super Saiyan transformation. When Broly’s hit points are reduced to half of his maximum hit points, his power surges and shatters the control ring. Saiyan Power. If Broly takes 40 or more damage from a single attack, he gains a +1 bonus to his attack and damage rolls for the next hour. Broly can benefit from this trait once per long rest. Gigantic Slam. If Broly moves 20 feet towards a creature he can see before making an Unarmed Strike, the creature must succeed on a DC 22 Strength saving throw or be pushed back 30 feet and knoced prone. Legendary Resistance (3/day). If Broly fails a saving throw, he can choose to succeed instead. Actions Multiattack. Broly makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal total of Ki Blast attacks. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 2d8 + 6 bludgeoning damage. Ki Blast. Ranged Spell Attack: +8 to hit, reach 180ft., one target. Hit 2d8 + 3 force damage. Transformations. Broly uses one of the following transformation options: Class-Up: Great Ape, Super Saiyan Super Class-Up: Legendary Super Saiyan Planet Geyser (Recharge 5-6). Broly fires a blast of Ki in a location he can see within 120 feet of him, which explodes in a 20 feet radius. Creatures in this radius must make a DC 16 Dexterity saving theow or take 8d10 force damage on a failed save, or half as much on a successful one. LegendarY Actions Broly can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Broly regains spent legendary actions at the start of its turn. Gigantic Spike. Broly makes an Unarmed Strike against a creature he can see within range. On a hit, the creature takes the normal damage from an Unarmed Strike and must succeed on a DC 20 Strength saving throw or be knocked prone. Gigantic Press. Broly makes an Unarmed Strike against a creature he can see within range. On a hit, the creature takes the normal damage from an Unarmed Strike and must succeed on a DC 20 Strength saving throw or be knocked back 60 feet. Gigantic Eraser (2 actions). Broly maks a Ki Blast attack against a creature he can see within range. On a hit, the creature takes the normal damage from a Ki Blast and also takes an additional 3d12 fire damage.
Bio-Broly Large construct, chaotic evil Armor Class 18 (natural armour) Hit Points 321 Speed 50ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 18 (+4) 7 (-2) 9 (-1) 18 (+4) Condition Immunities charmed, frightened, grappled, poisoned Damage Immunities acid, poison; bludgeonoing, piercing and slashing damage from nonmagical attacks. Senses blindsight 60ft., passive Perception 9 Languages Understands Common but cannot speak. Challenge 14 (11,500 XP) Gigantification If Bio-Broly absorbs culture fluid or he drops to 0 hit points, Bio-Broly gains 150 hit points and his size increases to Gargantuan. Additionally, he also recharges his Super Genome Ray. Legendary Resistance (3/day). If Bio-Broly fails a saving throw, he can choose to succeed instead. Evasion. Bio-Broly makes Dexterity saving throws at advantage against effects he can see. Additionally, if he is making a Dexterity saving throw to take half damage against an effect he instead takes no damage on a success and half damage on a failed save. Regeneration. Bio-Broly gains 30 hit points at the start of his turn. If Bio-Broly takes fire damage after the end of his last turn, this trait doesn’t function at the start of Bio-Broly’s next turn. Bio-Broly dies only if he starts his turn with 0 hit points and doesn’t regenerate. Hydrophobic If Bio-Broly starts his turn submerged in water, he must succeed on a DC 15 Constitution saving throw or have his movement halved for 1 minute. If he becomes submerged again after failing this saving throw, Bio-Broly must succeed again on another DC 15 Constitution saving throw or become petrified. Actions Mutiattack. Bio Broly makes two Unarmed Strikes and fires an Eraser Cannon Unarmed Strikes. Melee Weapon Attack +11 to hit, reach 5ft., one target. Hit 5d8 + 6 bludgeoning damage. Eraser Cannon Ranged Spell Attack +9 to hit, reach 90ft., one target. Hit 5d8 + 4 force damage. Super Genome Ray (Recharge 6) Broly spits acid in a 60 foot cone in front of him. Creatures in that area must succeed on a DC 17 Dexterity saving throw or take 12d10 acid damage on a failed save, half as much on a successful save. 53 PART 5 | Dragon Ball Movies
Customising a Future Warrior Time Patrollers have four separate signature traits. The first trait is their Origin which provides the Future Warrior with a passive trait. They then have a Super Attac, an Ultimate Attack and then an Evasive move that can be used to ensure they are victorious in combat. You may roll on the tables provided below to build a Future Warrior or choose from the options given. Origin d6 - 1 Origin Origin Trait 1 Earthling Will of the Victorious - (3/day) - As a bonus action, the Future Patroller lets out a fierce roar that provides them and their allies advantage on attack rolls against any creature within 10 feet of the Future Patroller that can hear the roar. 2 Frieza Clansman Exoskeleton - The Future Patroller’s Armor Class equal 13 + their Dexterity modifier. 3 Majin Undying Body - (3/day) - As a reaction, upon taking damage, the Future Patroller can regain 1d10 + 3 hit points. 4 Namekian Namek Finger - The Future Warrior’s Unarmed Strikes range increases by 5 feet. 5 Saiyan Battle Maniac - The damage dice for the Future Warrior’s Unarmed Strikes becomes a d8, instead of a d6. Super Attack A Super Attack is a move a Future Warrior can use on each of their turns or that might provide a more passive bonus. Such a Super Attack may be one of the attacks below or may be a spell/technique of second level or lower. d6 Super Attack Attack Description 1 Consecutive Energy Blasts The Future Warrior can make one extra Ki Blast attack during their Multiattack action. 2 Meteor Crash The Future Warrior can make one extra Unarmed Strike during their Multiattack action. 3 Sledgehammer Once per turn, when The Future Warrior hits a creature with an Unarmed Strike, they can try to knock that creature to the ground. That creature must succeed on a DC 15 Strength saving throw or be knocked prone. 4 Ki Explosion The Future Warrior expends their action to emit an explosion in a 10-feet radius. Creatures in this radius must succeed on a DC 14 Dexterity saving throw or take 4d6 force damage. 5 Super God Fist Once per turn, the Future Warrior empowers one of their Unarmed Strikes with divinity. On a hit, the attack deals an additional 2d6 fire damage. 6 Super Guard As a reaction, the Future Warrior casts the Shield spell and becomes resistant to the damage type that triggered this reaction, until the end of their next turn. Future Warrior Medium humanoid (varies), varies Armor Class 14 (natural armor), 17 (Frieza Clansman only) Hit Points 120 Speed 13ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 15 (+2) 10 (+0) 13 (+1) 17 (+3) Saving Throws Str +8, Dex +5 Skills Perception +4 Senses passive Perception 14 Languages Common Challenge 8 Super Attack. The Future Warrior has one of the Super Attacks from the table provided below. Actions Multiattack. The Future Warrior makes three Unarmed Strikes. They can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft/10ft. (Namekian only), one target. Hit 1d6 + 4 bludgeoning damage, or 1d8 + 4 bludgeoning damage (Saiyan only). Ki Blast. Ranged Spell Attack: +6 to hit, reach 120ft., one target. Hit 1d6 + 3 force damage. Ultimate Attack (Recharge 5-6). The Future Warrior performs one of the Ultimate Attacks in the table provided below. PART 6 | Dragon Ball Xenoverse
Ultimate Attack The strongest ability in the Future Warrior’s arsenal is their Ultimate Attack. Being the Future Warrior’s most powerful technique, it is not always readily available. Upon being used, the Future Warrior must roll a 5 or a 6 on a d6 roll at the beginning of their turn to recharge the attack. The Future Warrior’s Ultimate Attack may be from one of the options below or may be a spell of 3rd, 4th or 5th level. d6 Ultimate Attack Attack Description 1 Full Power Energy Wave The Future Warrior fires a wave of energy in a 90 feet long, 5 foot wide line. Creatures in this area must make a DC 14 Dexterity saving throw or take 9d6 force damage on a failed save, or half as much on a successful one. 2 Full Power Energy Blast Volley The Future Warrior fires 10 Ki Blasts at creatures they can see in range. They may target multiple creatures or a single creature with this attack. 3 Victory Rush The Future Warrior makes 10 Unarmed Strikes at creatures they can see in range. They may target multiple creatures or a single creature with this attack. 4 Super Ki Explosion The Future Warrior emits a powerful explosion in a 30 foot radius around them. Creatures in this radius, except the Future Warrior, must make a DC 14 Dexterity saving throw or take 9d6 force damage on a failed save, or half as much on a successful one. 5 Energy Zone The Future Warrior draws a glowing symbol beneath their feet. The Warrior, and creatures of their choice within 20 feet of them, regain 2d8 + 3 hit points. 6 Burning Kick The Future Warrior teleports in front of a creature within 120 feet of them, that they can see, and makes an Unarmed Strike. On a successful hit, the creature takes an extra 6d8 fire damage. PART 6 | Dragon Ball Xenoverse
Demigra Medium fiend, neutral evil Armor Class 16 Hit Points 287 Speed 30ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 17 (+3) 18 (+4) 22 (+6) 23 (+6) Saving Throws Con +8, Cha +12 Skills Arcana +10, Deception +18 Damage Resistances cold Damage Immunities fire, lightning, poison Condition Immunities None Senses darkvision 60 ft., passive Perception 10 Languages Gibberish Challenge 17 Final Form Demigra (Once per short or long rest). If Demigra’s hit points are reduced to half of his hit point maximum, he can transform into his Final Form. In this state, Demigra’s size becomes large and he cannot be forcibly moved against his will. Additionally, he gains a +2 bonus to his AC and attack and damage rolls. Finally, Demigra can use the actions provided in the Mythic Actions section for the next hour. Magic Resistance. Demigra has advantage on saving throws against spells and other magical effects. Spellcasting. Demigra is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Demigra has the following sorcerer spells prepared: Cantrips (at will): Fire Bolt, Light, Lightning Lure, Message, Minor Illusion 1st level (4 slots): Chaos Bolt, Charm Person, Disguise Self, Silent Image 2nd level (3 slots): Enlarge/Reduce, Misty Step, Phantasmal Force, Suggestion 3rd level (3 slots): Dispel Magic, Fireball, Major Image, 4th level (3 slots): Charm Monster, Dimension Door 5th level (2 slots): Dominate Person, Wall of Force 6th level (1 slot): Chain Lightning, Fizban’s Platinum Shield 7th level (1 slot): Fire Storm Actions Multiattack. Demigra makes three Unarmed Strikes. He can replace any number of Unarmed Strikes with an equal number of Ki Blast attacks. He can expend two attacks to use his Spellcasting feature. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d10 + 3 bludgeoning damage. Ki Blast. Ranged Spell Attack: +12 to hit, reach 5ft., one target. Hit 2d10 + 6 force damage. Cast Astral Projection (1/day). Demigra can cast Astral Projection as part of his Spellcasting feature. When Demigra casts Astral Projection, he may project his astral form into any plane of existence within the multiverse, not just the Astral Plane. MYthic Actions If Demigra’s Final Form trait has activated in the last hour, he can use one of the following actions at the end of another creature’s turn. Demigra can take up to 3 mythic actions and regains spent mythic actions at the start of his turn. Teleporting Strike. Demigra teleports to a creature he can see within 120 feet of him. He then attacks that creature with an Unarmed Strike. Cast a Spell (Costs 2 actions). Demigra casts a spell of 2nd level or lower from his spell list that takes 1 action to cast. Boiling Breath (Costs 3 actions). Demigra teleports to an unoccupied space he can see within 60 feet of him. He the breaths a 30 foot cone of blue flame. Creatures within this cone must make a DC 19 Dexterity saving throw or take 5d8 fire damage. PART 6 | Dragon Ball Xenoverse