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Dragon Ball D&D is a Dungeons & Dragons campaign setting that follows in the footsteps of the traditional Dragon Ball story by Akira Toriyama. Dragon Ball D&D is being produced as a fully, pre-packaged setting running off of Fifth Edition. It includes new races, backgrounds, feats, items, spells, subclasses, monsters, and additional content that will allow you to wish your own stories into existence.

Dragon Ball D&D strives to capture that classic Dragon Ball essence without hindering the rules Fifth Edition has built upon for years now. Dragon Ball D&D's primary setting is AGE 1000, a time popularized in games such as Dragon Ball Heroes, Dragon Ball Online, and Dragon Ball Xenoverse. A time where the many races of Dragon Ball have all integrated themselves into the Earth's culture and many evils still wait to rise from the shadows. A time when the gates to the Demon Realm have been opened and old foes have been pulled through time to battle once more. While a great deal of aspects from the original Dragon Ball stories will be playable, Dragon Ball D&D encourages players to take a new look at what could be made with the tools provided.

Dragon Ball D&D is created in partnership with Stranger Worlds, a consortium for homebrew content compatible with fifth edition. You've got stranger worlds waiting out there to be discovered.

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Published by Cameron Schleicher, 2021-01-12 13:16:56

Dragon Ball D&D - Stranger Worlds

Dragon Ball D&D is a Dungeons & Dragons campaign setting that follows in the footsteps of the traditional Dragon Ball story by Akira Toriyama. Dragon Ball D&D is being produced as a fully, pre-packaged setting running off of Fifth Edition. It includes new races, backgrounds, feats, items, spells, subclasses, monsters, and additional content that will allow you to wish your own stories into existence.

Dragon Ball D&D strives to capture that classic Dragon Ball essence without hindering the rules Fifth Edition has built upon for years now. Dragon Ball D&D's primary setting is AGE 1000, a time popularized in games such as Dragon Ball Heroes, Dragon Ball Online, and Dragon Ball Xenoverse. A time where the many races of Dragon Ball have all integrated themselves into the Earth's culture and many evils still wait to rise from the shadows. A time when the gates to the Demon Realm have been opened and old foes have been pulled through time to battle once more. While a great deal of aspects from the original Dragon Ball stories will be playable, Dragon Ball D&D encourages players to take a new look at what could be made with the tools provided.

Dragon Ball D&D is created in partnership with Stranger Worlds, a consortium for homebrew content compatible with fifth edition. You've got stranger worlds waiting out there to be discovered.

Keywords: Dragon Ball,D&D,Dungeons and Dragons,Anime,TTRPG,Dragon,Goku,Kamehameha,Wizards

Kamehameha Wave If the combined Charisma (Performance) check is failed, the
spell still occurs. The Dungeon Master rolls a d4 and consults
5th-level evocation the following table to determine what form the fusion takes.

Casting Time: 1 Action Fusion Mishap
Range: Self (up to 150-foot line)
Components: V, S d4 Fusion Mishap
Duration: Instantaneous
1 The fusion was nearly successful, yet partially
You form a singing sphere of power between your hands unstable. The resulting fusion separates in only
before unleashing it as a devastating beam. half the maximum time.

The beam travels in a line that is 5 feet wide and up to 2 Your fingers failed to match perfectly. The
150-feet long, moving in a direction of your choice and resulting fusion is obscenely large, slow, and
stopping early if it impacts an object or creature it can’t heavy. You suffer disadvantage on all Strength
destroy. If the beam would strike a creature, it must make a checks and Strength saving throws. Your
Dexterity saving throw. On a failed save, they take 4d10 + 10 movement is reduced by half.
force damage. You roll this damage only once. If they are
reduced to 0 hit points by this effect, they are turned to ash 3 Your final alignment was completely off. The
and the beam passes through them. On a successful save, the resulting fusion is severely underweight. You
beam passes by them and continues on. suffer disadvantage on all Constitution checks
and Constitution saving throws. Your total hit
If an object or creature that is damaged by this spell is not points are reduced by half.
reduced to 0 hit points, the line stops in their space and erupts
into an earth-shaking blast. Every creature within 10-feet of 4 Both you and the other creature are expelled 30
the target must make a Dexterity saving throw, taking 4d6 feet apart from one another. The spell fails to
force damage on a failed save or half as much on a success. trigger and you cannot attempt it again for 30
The target that survived the initial effect automatically fails minutes, but no spell slots are consumed.
this additional saving throw.
The fusion has your current hit points + the current hit
At Higher Levels. When you cast this spell using a spell slot points of the other creature. The fusion knows all the abilities
of 6th level or higher, the damage of the initial effect increases you and the other creature have, and knows or has prepared
by 1d10 for each spell slot level above 5th. any spells you or the other creature possesses. Likewise, all
feats, racial abilities, and class features are pooled together (if
Metamorans Fusion Dance you both possess the same ability, the fusion gains it only
once). For each ability score, the fusion’s score is the higher of
8th-level transmutation yours and the other creature’s, and the fusion also takes the
higher hit dice or character level.
Casting Time: 1 Minute
Range: Touch (one willing creature of your race and size) The fusion is provided with a set of magical garbs. You
Components: V, S decide what equipment is absorbed into the fusion and what
Duration: Up to 30 minutes equipment remains available for use. These items are restored
once the spell ends. When the spell ends, the fusion separates.
Choose one willing creature of the same race and size as you The other creature appears in an area adjacent to you that you
with at least 1 hit point that you can see within range. You determine. If separation occurs in a cramped space, the other
each perform a short series of symmetric poses that converge creature is safely ejected to an unoccupied space.
together, fusing you into one being. The fusion lasts for the
duration, or until the fusion drops to 0 hit points or dies. You Damage taken by the fusion is split evenly between you and
execute these poses with a combined Charisma (Performance) the other creature when the spell ends. You cannot end the
check. The Dungeon Master can determine the DC by fusion with more hit points than when you began, unless you
consulting the table below. were damaged prior to the fusion and the fused being was
subsequently healed.

Performance Familiarity

Pose Familiarity Maximum Save DC

Unfamiliar 60
Viewed Once 50
Properly Instructed 40
Performed Once 30
Performed Occasionally 20
Performed Frequently 10 (minimum)

51

The Kamehameha Wave

Scatter Shot you must make a Constitution saving throw or be blinded for Art By KA!A SKETCH
1 minute. A creature blinded by this spell makes another
3rd-level evocation Constitution saving throw at the end of each of its turns. On
a successful save, it is no longer blinded.
Casting Time: 1 Action
Range: Self (up to 60-foot line) Spirit Ball
Components: V, S
Duration: Instantaneous 2nd-level conjuration

You conjure a beam of force that splits apart before raining Casting Time: 1 Action
down upon your foes. Every creature in a line that is 5 feet Range: Self (15-foot lines)
wide and up to 60 feet long must make a Dexterity saving Components: V, S
throw. They take 6d6 force damage on a failed saving throw, Duration: Instantaneous
or half as much on a success.
You create a palm-sized ball of force that can be directed
When you cast this spell, you can choose to stop the beam through the air within pinpoint precision. The ball travels in
early at a point you choose and redirect the remaining four 15-foot lines in directions of your choice, one after
strength into a barrage of seeking missiles. For every 10 feet another, starting within 5 feet of you. Every creature of your
taken from the length of the beam, down to a minimum of 10 choice along the ball’s path must make a Dexterity saving
feet, you can target one creature within 20 feet of the point the throw. They take 6d4 force damage on a failed save, or half as
line ends. The new targets must make Dexterity saving much on a success. A creature can only be affected by this
throws, taking the spell’s damage on a failed save. A creature spell once per casting.
can only be affected by this spell once per casting.
At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each
of 4th level or higher, the damage increases by 1d6 for each spell slot level above 2nd.
spell slot level above 3rd.

Solar Flare

2nd-level evocation

Casting Time: 1 Action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you spread your fingers across your forehead you close
your eyes and release a flash of solar wind that threatens to
blind your foes. Each creature in a 15-foot cone that can see

52

Spirit Blast Once the Spirit Bomb has reached its maximum power, you
can use your action to throw it to a point within 1 mile of you
Evocation cantrip that you can see. Every creature within a sphere equal to twice
the spirit bombs size centred on that point must make a
Casting Time: 1 Action Dexterity saving throw. They take an amount of force damage
Range: 120 Feet equal to the spell's accumulated damage on a failed save, or
Components: V, S half as much on a success. Evil-aligned creatures have
Duration: Instantaneous disadvantage on this saving throw, while good-aligned
creatures have advantage and resistance to the spell's damage.
As you outstretch your hand, you send shining bolts of energy The spell ends when you throw the bomb, if you don't use
from your fingertips toward a creature or object within range. your action to gather energy or throw the bomb on your turn,
Make a ranged spell attack against the target. On a hit, the or if you move more than 30 feet away from the Spirit Bomb.
target takes 2d4 force damage. If the spell ends before the Spirit Bomb is thrown, the
accumulated energy harmlessly fades back into the world.
This spell’s damage increases by 2d4 when you reach 5th
level (4d4), 11th level (6d4), and 17th level (8d4). Once you have successfully derived energy from a
population or location, you cannot do so again for 30 days.
Spirit Bomb
Environment Base Base Damage
9th-level conjuration
Environment 40d6
Casting Time: 1 Action Dense (Jungle or Lush Forest) 30d6
Range: Self Moderate (Forest or Ocean) 20d6
Components: S, M (a flower, gem, or vial of water from the Minor (Hills or Valleys) 15d6
Sparse (Mountains or Desert) 10d6 (minimum)
upper planes, which this spell consumes) Scourged (Dead or Desecrated)
Duration: Concentration, special
Population Bonus Bonus Damage
By harnessing the life energy of the world, you create a well of
power that surpasses the limits of any mortal spellcaster. The Population +40d6
damage dealt by this spell, as well as its area of effect, is Dense (Large City) +30d6
determined by the environment and population within 50 Moderate (Town) +20d6
miles of you. If there are several distinct environments within Sparse (Village) +10d6
this area, use whichever is most powerful. Limited (Caravan)
Uninhabited —
The spell's base damage is 10d6 Once when you cast this
spell and again on each of your turns before the spell ends, Spirit Saber
you can use your action to gather energy from your
surroundings. Doing so increases the damage of the Spirit 3rd-level evocation
Bomb by 10d6, up to a maximum determined by the sum of
the Spirit Bomb tables. The spirit bomb forms in the space Casting Time: 1 Bonus Action
directly above you, and reaches a total diameter (in feet) equal Range: Self
to half the number of d6s it can deal in damage at that time. Components: V, S
As it expands, it pushes away any terrain, objects, or creatures Duration: Concentration, up to 10 minutes
within its space. In order to derive energy from the
population, they must be willing to contribute to it. The Shaping your energy through your hand, you evoke a
population is not innately compelled to contribute, nor are piercing, spiritual blade in your free hand. This magic blade
they automatically made aware of the casting of the spell The lasts for the duration. You are proficient with this weapon and
DM may determine that a population would be unwilling or you cannot be disarmed of this weapon. It deals 3d8 force
reluctant to do so, therefore reducing the effectiveness of the damage on a hit and has the heavy, reach, and thrown
spirit bomb. In these cases, a Charisma (Persuasion) check properties (range 30/120). Once thrown, the blade reappears
would be appropriate provided that you are capable of in your hand at the start of your turn.
communicating with them. To contribute, a creature must use
their reaction when you use your action to gather energy. At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for every
two slot levels above 3rd.

53

Tri-Beam Wolf Fang Fist

5th-level necromancy 1st-level transmutation

Casting Time: 1 Action Casting Time: 1 Action
Range: 150 feet (20-foot cube) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

You create a devastating wave of energy that surpasses You dash forward, moving a distance equal to half your speed,
normal spells at the cost of your vitality. You gain two levels and unleash a whirlwind of claws. Every creature of your
of exhaustion, or only one if you already have at least one choice within 5 feet of you must make a Dexterity saving
level Additionally, you take an amount of necrotic damage throw, taking 3d4 slashing damage on a failed save or half as
equal to twice this spell's level. much on a success.

Every creature within a 20-foot cube originating from a At Higher Levels. When you cast this spell using a spell slot
point you choose within range must make a Dexterity saving of 2nd level or higher, the damage increases by 1d4 for each
throw. On a failed save, they take 5d10 + 20 force damage and slot level above 2nd.
are pushed 20 feet away from you. A pushed creature that
impacts a solid surface is stunned until the end of your next Transformations
turn. On a success, they take half as much damage, are not
pushed, and can instantly use their reaction to move up to Transformation is the ability to change one’s body in order
their speed to the nearest unoccupied space outside of the to tap into even greater stores of power. Undergoing a
spell's area. transformation is powerful, emotional, and the highlight of
every players’ story. The philosophy of this approach is not to
Any terrain, structures, or non-magical objects that aren't be used lightly, as it grants players temporary—yet absolutely
being worn or carried within the spell's area are reduced to immense—strength, power, and unique abilities for them to
dust by this spell If the terrain below a creature is utilize in combat. We’ve crafted these new options to work
destroyed, they fall. seamlessly within your already existing worlds. All that is
needed to proceed is a strong story and the resolve to
At Higher Levels. When you cast this spell using a spell slot transform so that you may keep fighting on.
of 6th level or higher, the damage increases by 1d10 for each
slot level above 5th. What Are Transformations

Unleash Potential Transformations amplify the racial traits of each character.
Each form is designated by a particular class: Class-Up, Super
7th-level transmutation Class-Up, and Ultimate Class-Up, each of which provide new
powers and abilities at the cost of additional Battle Points.
Casting Time: 8 Hours
Range: 10 feet Power Levels
Components: V, S, M (a magic longsword or greatsword of
Employing a transformation multiplies your existing Power
very rare quality or higher, which the spell consumes) Level by a set value. Located at the bottom of each
Duration: Until dispelled transformation is the power level value. If a form has multiple
class levels, use the multiplier of the current class level.
By performing a series of complex movements and
incantations, you unlock the latent power buried deep within
a willing creature that has an Intelligence of 6 or higher, is not
an undead or construct, and has been within range for the
duration of the spell's casting time.

The target gains the following benefits permanently:

• The target's proficiency bonus increases by 1.
• When the target deals damage with a weapon attack, they

deal an additional 1d4 damage of the weapon's type.
• The target has advantage on both initiative rolls and

death saving throws.
• The target cannot be charmed, frightened, or stunned.

Additionally, the ritual supernaturally hardens the target's
resolve and intensifies their personality, making them
immune to effects that would change their alignment.

Once you create the effect of this spell, whether by casting it
or duplicating it with the wish spell, you cannot do so again
for at least 1 years time.

54

Transformation Rules Transformation Mastery

Follow these core rules when invoking a transformation. Class Training Time Cost
Transformation Time. As an action on your turn, you can Class-Up 60 Days 500 gp
Super Class-Up 125 Days 5,000 gp
invoke any one transformation available to you. You are Ultimate Class-Up 250 Days 50,000 gp
capable of dismissing any transformation on your turn, no
action required. Transforming requires you to expend a small Mastery Properties Art By Wangsen578
store of Battle Points, which return on a long rest.
Choose one of the following mastery properties.
Transformation Aspects. Each form displays its class and
any race restrictions. Moreover, they note the transformation Empowered Transformation: Choose one empowered ability
specific class art, the maximum duration, the stress difficulty score. Once per turn when you roll your art dice, you can reroll the
class, and any empowered ability scores. art dice and choose to use either total.

The specified art die is used numerous times through the Extended Transformation: The duration of your transformation is
transformation. If a transformation grants you a property extended, double its duration, to a maximum of 24 hours.
which requires a saving throw, set the DC half the size of the
specified art die. Upon elapsing transformations duration or MInd-Body Mastery (Savage Power Only): You’ve learned to
falling unconscious, the transformation ends and you are control the effects of this transformation’s savage power.
required to perform a stress test against the DC specified for
your current form, rolling a d20, and adding the specified art Natural Form: If you are reduced to 0 hit points, your
die to the rolled result. If you successfully this DC, you suffer transformation does not
no negative effects. On a failed save, you suffer one level of come to an end.
exhaustion for every class level you currently have active. For
every ability score which is noted to be empowered, you roll a
single art die as a reaction, as specified, for every class level
you currently have active, adding the result to any ability
check or saving throw which uses the score.

Transformation Properties. Every tier of of power available
to a transformation requires you to expend a number of Battle
Points. If a transformation has multiple class levels available
to you, you denote which level you wish to invoke upon
transforming as an action, expending the total Battle Points
necessary for every previous level. You gain new
abilities at each class level. Unless otherwise stated, the
properties gained at higher class levels are cumulative
with the properties granted from the previous levels.

Some transformation features may allow you to
spend additional Battle Points to invoke unique
abilities. They also detail whether you must concentrate
on its effects, how many targets it affects, what saving
throws it requires, and so on.

Transformation Mastery

Transformations are incomplete and require further mastery
before they can be utilized to their absolute fullest.
Mastering any given form takes time, as shown on the
Transformation Mastery table. Afterwhich, choose one
of the following transformation mastery properties. This
new property applies to this transformation alone,
and only to the specified class level. It is not
inherited by any additional class levels.

55

Barrier of Light Demonic Will

Kaioshin, Super Class-Up Makaioshin, Class-Up

Unleashing the true power of your divine spark, your By syphoning strange energy from the dark realms, you’ve
near-godly form is complimented by a shimmering halo of achieved a demonic transformation that draws out your fullest
light which manifests behind your back. This state is an icon potential and invigorates your fiendish magic. This demonic
of absolute divinity, attainable by those whose morals are pure energy naturally endures within the dark realms, but can also
of heart. Although this transformation exemplifies your divine be emitted by a passing makyo star.
nature, the form itself is not a godly state.
Demonic Aspects. This form warps your appearance,
BARRIER OF LIGHT granting a visage akin to a demonic entity. Roll on or choose
an option from the Demonic Aspects table to determine the
Kaioshin, Super Class-Up nature of these strange features your form may assume while
you continue to maintain this transformation.
Class Art: Soul Art
Duration: Up to 1 Minute Demonic Aspects
Stress Test: 18 DC.
d4 Aspect
STR DEX CON INT WIS CHA
——★—★★ 1 Your hair extends, growing long and wisp-like.
2 You sprout a pair of demonic horns.
Super Class-Up (12 BP) 3 Pieces of your clothing begin to meld with your

Halo of Providence. While you manifest this barrier of light, skin, comparable to living tattoos.
you gain a temporary +1 bonus to your Armor Class. 4 Blood-like markings appear on your face.

Divine Wrath: Absolution (4 BP). As an action, you release a Demonic Will
voltaic arc of lightning that is 60 feet long and 5 feet wide.
Each creature in this line must make a Dexterity saving Makaioshin, Class-Up
throw, taking 4d6 lightning damage on a failed save, or half
as much damage on a successful one. Class Art: Soul Art
Duration: Up to 1 Minute
Divine Wrath: Purification (6 BP). As an action, you invoke a Stress Test: 12 DC.
divine explosion at a point you can see within 120. Each
creature in a 20-foot-radius sphere centered on that point STR DEX CON INT WIS CHA
must make a Constitution saving throw, taking 8d8 radiant ★ —★
damage and being knocked prone on a failed save, or half as ——★
much damage on a successful one.
Class-Up (8 BP)
Divine Wrath: Judgement (1-6 BP). As an action, you hurl a
barrage of divine energy at one creature within 120 feet. The Unhallowed Aura. You can be targeted by any divination
target must succeed on a Dexterity saving throw. Taking 1d6 magic or perceived through magical scrying sensors only if
radiant damage per point spent and having its speed halved you allow it. The instant you transform, creatures within 30
until the start of your next turn on a failed save. feet of you must succeed on a Wisdom saving throw or be
charmed of you until the end of your next turn.
Power Multiplier: Super Class-Up (x100)
Demonic Wizardry. You learn the following spells, which are
added to your Dark Sorcery trait: crown of madness,
darkness, and spiritual weapon. You can cast each of these
spells once without expending a spell slot and you must
transform again before you can cast them in this way again.
You can also cast these spells using spell slots you have.

Moreover, you can expend a Battle Points on your turn
equal to twice the spells’ level to cast these again.

Power Multiplier: Class-Up (x50)

56

Great Ape Kaio-Ken

Saiyan, Class-Up Any, Class-Up

While in the presence of a full moon or similar celestial body, a Enveloping your body in a sweltering, crimson haze, you
saiyan savagely transforms into a monstrous giant ape. Once magnify your power for a mere heartbeat.
this beast has been awakened, it embarks on a savage
rampage until the moon vanishes in the morning. Power Stacking. This transformation can be used alongside
one or more transformations of an equal class, unless stated
The Tails’ Tale. Invoking this transformation requires your otherwise. If used as such, roll your stress test twice, taking
saiyan tail be intact, as described in chapter one. If your tail is the lower of the two results.
severed at any time during the duration of this form, you
revert to your saiyan form and loose these properties. Kaio-Ken

Monster of the Full Moon. If the saiyan isn't blinded, this Any, Class-Up
action is involuntarily taken when they start their turn within
the glow of a full moon or a similar celestial body. Class Art: Energy Art
Duration: Concentration, up to 1 Round
Once you use this transformation, you cannot transform Stress Test: 24 DC.
again until you complete a long rest.
STR DEX CON INT WIS CHA
Great Ape ★★——★—

Saiyan, Class-Up Class-Up (1-4 BP)

Class Art: Energy Art Transcend Limits. The kaio-ken significantly intensifies your
Duration: Up to 8 Hours power, speed, and even your senses. You have advantage on
Stress Test: 18 DC. Perception checks involving your hearing or vision.

STR DEX CON INT WIS CHA Moreover, roll your Energy Art die and multiply the rolled
★—★——— result by five. Apply the total as a bonus to your speed until
the end of your next turn.
Class-Up (0 BP) Fist of the King. Until the end of your next turn, the first
creature you hit with a spell or weapon attack takes extra
Savage Power. On your turn, you must move towards the damage equal to one roll of your Energy Art die per point
nearest creature and take the attack action. If there is more spent + your Constitution modifier.
than one possible target, roll to randomly determine the
target. If you are able to cast spells, you cannot cast or Power Multiplier: Class-Up (x2; Per Point Spent)
concentrate on them while transformed.
Art By AzizDraws
Great Saiyan Ape. Your size becomes huge, unless you
would be larger. Moreover, you gain a number of temporary hit
points equal to your hit point maximum.

When you are reduced to 0 temporary hit points, you
expose your saiyan tail. Your tail has an AC of 10 + your
Dexterity modifier and 25 hit points. It is vulnerable to
slashing damage and it is immune to all conditions. When the
tail is severed, this transformation ends.

Great Ape Beam (1-4 BP). As an action, you release a plume
of flames from your mouth that is 60 feet long and 5 feet
wide. Each creature in this line must make a Dexterity saving
throw, taking 2d10 fire damage per point spent on a failed
save, or half as much damage on a successful one.

Power Multiplier: Class-Up (x10)

57

Maximum Power Perfected Power

Any, Class-Up Any, Super Class-Up

This state causes the user to burn through both power and You’ve undergone extensive training to master the flow of the
stamina at a rapid rate in exchange for increased power. arcane throughout your body. By mastering your inner self,
your outward power magnifies to greater heights.
Power Stacking. This transformation can be used alongside
one or more transformations of an equal class, unless stated Power Prerequisite. Before learning the abilities of this
otherwise. If used as such, roll your stress test twice, taking transformation, you must learn to cast spells (or techniques)
the lower of the two results. through the Spellcasting or Pact Magic features.

Maximum Power Power Stacking. This transformation can be used alongside
one or more transformations of an equal class, unless stated
Any, Class-Up otherwise. If used as such, roll your stress test twice, taking
the lower of the two results.
Class Art: Energy Art WIS CHA
Duration: Concentration, up to 6 Rounds — — Perfected Power
Stress Test: 12 DC.
Any, Super Class-Up
STR DEX CON INT
★—★— Class Art: Focus Art
Duration: Concentration, up to 1 Minute
Class-Up (8 BP) Stress Test: 18 DC.

Power Stressed. Due to the immense toll this form takes, STR DEX CON INT WIS CHA
any speed you have becomes 5 feet, unless the speed was ——★—★★
lower. Additionally, you are incapable of knocking creatures
unconscious rather than dealing a killing blow. Super Class-Up (12 BP)

Inexperienced Power. You count as one size larger when Perfect Potential. You've developed the technique of
determining your carrying capacity and the weight you can containing your radiating aura within your body through
push, drag, or lift. You can make an spell or weapon attack at continuous concentration. Perception checks made to detect
maximum power, rolling the attack twice and taking the lower or read your Battle Points automatically fail, as though your
of the two rolls. If you do so and the attack hits, maximize the aura was constantly in a suppressed state.
damage dice rolled, including any additional dice rolled as
part of a critical hit. Once you deal this damage, you cannot Mental Mastery (1-6 BP). As a reaction when you make an
use this property until you transform once again, unless you Intelligence, Wisdom, or Charisma saving throw, you gain a
expend a minimum of 4 Battle Points to use it again. +1 bonus to that saving throw per point spent.

Power Multiplier: Class-Up (x10) Spirit Rebounds. As an action, roll your Focus art die. You
regain an expended spell slot, the level of which is equal to
half the number rolled or lower. Once you use this property,
you cannot do so again until you transform, unless you
expend a minimum of 6 Battle Points to use it again.

Power Multiplier: Super Class-Up (x80)

58

Purification

Majin, Super Class-Up

Through a process of purification, you release the deranged
and demonic power of your progenitor. This transformation
comes at a great risk of losing your heart, unchaining the next
evil incarnation of the majin monstrosity.

Majin Cravings. Returning to your purified roots often
brings with it an intense hunger. Roll on or choose an option
from the Majin Cravings table to determine the nature of these
strange, primeval cravings.

Majin Cravings

d4 Craving

1 Candy: You have a craving for sweets.
2 Magic: You have a craving for the arcane.
3 Chaos: You have a craving for destruction.
4 Trickery: You have a craving for deception.

Purification Art By Gokutrebu

Majin, Super Class-Up

Class Art: Soul Art INT WIS CHA
Duration: Up to 1 Minute — —★
Stress Test: 18 DC.

STR DEX CON
★—★

Super Class-Up (12 BP)

Nightmare Renascent. You take on the visage of your
progenitor, whilst still retaining splinters of your former self.
You choose whether your equipment falls to the ground,
merges into your new form, or is worn by it.

The instant you transform, creatures within 10 feet of
you that can see you must succeed on a Charisma
saving throw or be frightened of you until the
end of your next turn.

Purified. You have resistance to bludgeoning,
piercing, and slashing damage. When you
regenerate with your Reform trait, you may roll
your Soul Art die in replace of the d4.

Demonic Slumber. As a bonus action, you may
enter a deep slumber, falling unconscious until you
wake on your turn, you take damage, or someone uses
an action to shake or slap you awake. At the start of each turn
you remain asleep, you remove one level of exhaustion and
regain a number of hit points equal to one rolls of your Soul
art die. Once you use this property, you can’t do so again until
you transform, unless you expend 6 Battle Points to
use it again.

Power Multiplier: Super Class-Up (x100)

59

Super Namekian Super Class-Up (12 BP)

Namekian, Class-Up Demonic Siege (Demon Clan Only). When you take the
Attack action, you can replace one attack with an burst of a
Namekians who obtain a higher level of consciousness and magical energy in a 15-foot cone. Each creature in the area
break their limits are referred to as super namekians, must succeed on a Constitution saving throw or become
achieving seemingly insurmountable powers. incapacitated until the start of your next turn. Once you use
this property, you can’t do so again until you transform,
Super Namekian unless you expend 6 Battle Points to use it again.

Namekian, Class-Up Divine Revival (Dragon Clan Only). As an action, you touch
one creature that has died within the last minute. The
Class Art: Focus Art INT WIS CHA creature returns to life with one hit point. This ability can't
Duration: Up to 1 Hour — ★★ return to life a creature that has died of old age, nor can it
Stress Test: 12 DC., 18 DC. restore a creature missing any vital body parts. Once you use
this property, you can’t do so again until you transform,
STR DEX CON unless you expend 6 Battle Points to use it again.
——★
Draconic Giant (Warrior Clan Only). When you cast the
Class-Up (8 BP) enlarge/reduce spell as a part of the Great Namekian trait,
you gain 30 temporary hit points. In addition, until your
Focused Regeneration. When you regenerate with your concentration on this spell ends, your melee weapon attacks
Rapid Regeneration trait, roll your Focus art die. You regain a deal extra damage equal to two rolls of your Focus art die. If
number of additional hit point equal to the result. you’re smaller than Gargantuan, you also become Gargantuan
for the duration of the spell.
Telepathic Sage. You can magically communicate simple
ideas, emotions, and images telepathically with any creature Power Multiplier: Class-Up (x100)
within 60 feet of you that can understand a language.
Art By Furipa93
Demon Wave (Demon Clan Only). When you take the Attack
action, you can replace one attack with an exhalation of a
magical energy in a 30-foot line that is 5 feet wide. Each
creature in the area must make a Dexterity saving throw. A
creature takes an amount of force damage equal to two rolls
of your Focus art die on a failed save, and half as much
damage on a successful one.

Divine Healer (Dragon Clan Only). As a bonus action, you
can touch a creature that has 0 hit points and stabilize it.

Draconic Force (Warrior Clan Only). When you cast the
enlarge/reduce spell as a part of the Great Namekian trait,
you gain 10 temporary hit points. In addition, until your
concentration ends, your melee weapon attacks deal extra
damage equal to one roll of your Focus art die. If you’re
smaller than Huge, you become Huge for the duration.

Power Multiplier: Class-Up (x50)

60

Super Saiyan Super Class-Up (12 BP)

Saiyan, Class-Up Awe-Inspiring Transformation. Your saiyan soul bolsters
the resolve of others. Companions within 30 feet of you
The ability to become a super saiyan was once considered to cannot be charmed or frightened.
be nothing but a legend. An ancient power used only by the
strongest of saiyan warriors. You’ve broken past these Electrifying Aura. When you are hit with an unarmed strike,
seemingly unbreakable limits, ascending beyond. choose an adjacent creature that you can see. The targeted
creature takes an additional amount of lightning damage
Pinnacle of Rage. Birthed from the comulitated rage of a equal to two rolls of your Energy Art die.
warrior race, the super saiyan transformation concentrates this
fury into a single warrior. While transformed, you register as a Power Multiplier: Class-Up (x100)
creature of evil in regards to all spells and effects that would
detect you alignment, such as the planar nature of a flying Ultimate Class-Up (20 BP)
nimbus or the spirit bomb technique.
Limit-Breaking Transformation. Your ascension echoes
Super Saiyan Catalyst. The super saiyan transformation is immense waves of seismic power. For the duration you spend
usually awakened in the heat of battle. If you have the ability ascending to this form (as if you were concentrating on a
to select this transformation at character creation, roll on or spell), your furious wails echo across the realm creating
choose an option from the Super Saiyan Catalyst table to untold effects. The Dungeon Master chooses the nature of
determine the origin of your saiyan awakening. this effect; numerous spells emulate the wrath of nature
invoked by a limit-breaking form, and you can use these spell
Super Saiyan Catalyst effects to represent a variety of seismic hazards.

d4 Catalyst Power Multiplier: Class-Up (x400)

1 Living up to the true nature of the saiyan race.
2 I was helpless to save a person I love.
3 Being shown the results of a dark future.
4 I was completely humiliated in battle.

Super Saiyan

Saiyan, Class-Up

Class Art: Energy Art WIS CHA
Duration: Up to 1 Minute —★
Stress Test: 12 DC., 18 DC., 24 DC.

STR DEX CON INT
★★——

Class-Up (8 BP) Art By BlazhArts

Pure Confidence. You cannot be charmed or frightened.

Savage Strikes. Your unarmed strikes count as magical
weapons. Moreover, when you hit with an unarmed strike, roll
one additional damage die and choose the highest result. If
both rolled results are the same, you add them together.

You roll additional dice as you ascend in this form: Super
Class-Up (two dice) and Ultimate Class-Up (three dice).

Power Multiplier: Class-Up (x50)

61

Suppressed Power Ultimate Evolution

Frieza CLansman, Class-Up Frieza CLansman, Super Class-Up

By altering your biological armor, you’ve developed multiple Burning through power with a glorious display, this form was
keratinous exoskeletons that serve as restraints for your innate originally conceived by a regal, interstellar emperor. While
power. Through a nightmarish process, you’ve learned to shed transformed, the coloration of your biological armor changes
these suppressing biosuits. and wreaths you in a flame-like aura.

Once you use this transformation, you cannot transform Ultimate Evolution
again until you complete a long rest.
Frieza Clansman, Super Class-Up
Suppressed Power Appearance. Roll on or choose an option
from the Suppressed Power Appearance table to determine Class Art: Energy Art
the semblance of your biological armor while in this Duration: Up to 1 Minute
transformed state. Stress Test: 18 DC.

Suppressed Power Appearance STR DEX CON INT WIS CHA
—★★——★
d4 Appearance
Super Class-Up (12 BP)
1 A grotesque hybrid form.
2 A hulking version of your biological armor. Almighty Light. You glow brightly, shedding bright light in a
3 A towering form displaying a crown of thorns. 40-foot radius and dim light for an additional 40 feet. Any
4 A hunched shape with an elongated skull. magical darkness created by a spell of 5th level or lower
within this area is dispelled. The instant you transform, each
Suppressed Power creature that isn't blinded within 30 feet of you must succeed
a Constitution saving throw or become blinded by your
Frieza Clansman, Class-Up almighty light until the end of your next turn.

Class Art: Energy Art INT WIS CHA Sovereign Splendor. Your burnished carapace provides you
Duration: Up to 1 Hour — —★ with additional protection. While you are not wearing armor,
Stress Test: 12 DC. you gain a bonus to your biological armor AC equal to half
your Charisma modifier (minimum of 1).
STR DEX CON
—★★ Additionally, whenever you cast this cantrip, fiery radiance
erupts from you. This eruption causes creatures of your
Class-Up (0 BP) choice that you can see within 10 feet of you to take radiant
damage equal to one roll of your Energy art die.
Inherit Power. The instant you transform, you gain a number
of temporary hit points equal to one roll of your Energy art die Emperor’s Edge. Your lashing tail counts as magical for the
+ your Charisma modifier. If any of these temporary hit points purposes of overcoming damage resistance and immunity.
remain when your transformation ends, they vanish. Additionally, when you hit a creature with your lashing tail,
the target takes an extra 2d6 radiant damage.
Moreover, each creature within 30 feet of you that you can
see must make a Charisma saving throw. Creatures that fail Power Multiplier: Class-Up (x100)
this saving throws are all charmed or frightened by you (your
choice) until the end of your next turn.

Biological Shift. You’ve learned to reshape a portion of your
biological armor into natural weapons. When you transform,
you cast the alter self spell. Casting alter self in this way
requires no spell slots. Once you use this property, you can’t
do so again until you transform, unless you spend 4 Battle
Points to use it again.

Power Multiplier: Class-Up (x30)

62

Optional Rules Optional Afterlife Rules

This section provides options for overhauling combat The world of Dragon Ball is no stranger to battle and at times
encounters. When used in conjunction, they provide an epic the death of a player character can slow or even halt the
experience that opens new possibilities for battles. progress of an epic adventure. At higher levels, players have
many spells available to them that can return the fallen to life
Seismic Damage and the magic of the Dragon Balls themselves is always a
solution to this trouble. If you wish to give fallen characters a
Dragon Ball is well known for its cataclysmic clashes that new journey or provide options for their resurrections,
shake the very earth. This optional rule introduces the consider introducing any of these rules.
opportunity to send your foes flying when they take massive
damage, destroying structures and building climatic battles. An Otherworldly Journey

It’s up to your Dungeon Master to decide when to Falling in battle does not mean certain end for your character,
implement seismic damage. A creature might be affected by but rather a chance to grow stronger for your ultimate return
seismic damage under the following circumstances: to life. This rule is most applicable if a player character
chooses to remain in the afterlife for good, or has no other
• When it takes a critical hit. option but to remain there for an unspecified amount of time.
• When it fails a saving throw by 5 or more. This is designed to add an element of roleplay and narrative
• When it drops to 0 hit points but isn’t killed outright. for the fallen character, though it could also be used if your
player wishes to create a new character during this time.
To determine the pattern of the damage, roll on the Seismic
Damage table. This table assumes a vast battleground, but can Options do await adventurers who choose to remain in the
be adapted for a variety of combat locations. afterlife, so long as they are deemed worthy enough. As long
as the player character is of a certain level or their deeds done
Seismic Damage while on adventures have been judged legendary and
plentiful enough, they will be given the option to keep their
d8 Seismic Effect bodies in the afterlife.

1 Sent Flying. The creature is sent vertically flying Resurrection Challenge. Upon their impromptu arrival
up to 60 feet, creating ripples that temporarily within the afterlife and promptly exiting through the gateway
part the clouds. beyond the physical plane of existence, a character finds
themself within the transcendental dimension known as the
2 Major Location Damage. Your strikes create Heavenly Realm. Though they are no longer living and the
massive ripples which cause major damage to flow of time is a concept irrelevant, their immaterial form can
nearby objects and structures, collapsing still be improved upon. All of history's greatest heroes exist
buildings and upheaving magma from the earth. within this realm, but the journey to seek them out may prove
demanding. Should a character ever be brought back to life
3 Minor Location Damage. Your strike creates whilst having continued their training throughout the
ripples which cause minor damage to nearby Heavenly Realm, they return to life in their previous, living
objects and structures, shattering glass and body. Any additional character levels or features gained
breaking through solid rock. during their time within the Heavenly Realm are preserved
when the character is returned to life. The Heavenly Realm
4 Struck Through Wall. The creature is blasted and its various celestial planes are described in detail within a
through the nearest vertical surface and previous sections of this book.
continues for up to 60 feet, or until it impacts
with another surface. One-Day Revival

5 Struck Through Ground. The creature is blasted A once in a lifetime opportunity is given to all those who
through the nearest horizontal plane and perish, regardless of alignment or how long ago they may
continues falling, landing prone in an open cavern have died. Within this rule, the process of your resurrection is
or other space. handled by an otherworldly being or similar magical
character. When a player character returns to life via magic,
6 Wall Impact. The creature impacts with the they are still considered undead as they explore the land of the
nearest vertical surface, restraining them until living once more. When this time expires, a character is
they are freed. immediately returned to Other World by whatever
supernatural being resurrected them in the first place. This
7 Ground Impact. The creature impacts with the one-day revival method can only be used once per character.
nearest horizontal plane, creating a small crater
and knocking them prone. Resurrection Challenge. The magic needed to temporarily
resurrect a fallen character is kept by powerful otherworldly
8 Harmless Shockwaves. Your strike whips at the beings or other magical NPCs whose interests may not
air, blowing away foliage but otherwise causing coincide with that of the players. Consider what intentions
no other adverse effect. this witch or wizard may hold and what contracts can be
struck in exchange for their magical goodwill.

63



chapter four

MAGICAL ITEMS

The world of Dragon Ball is filled with vast Dragon Ball Locator
sources of magic, science, and some knowledge that belongs
to both. All of which have produced numerous items and Wonderous item, rare
weapons with strange and unique properties which you may
encounter across your travels. This portable locator detects extraplanar energy. If you're an
artificer, you can use this radar as a spellcasting focus.
Magic Item Descriptions
While holding this locator, you can use an action to
This chapter presents a selection of magic items in alphabetical determine if any dragon ball is within one mile of you. This
order. The Magic Item table below lists all of the magical items property functions only on the Material Plane.
and weapons found within this chapter, along with the rarity
of each item. The table also indicates if an item requires Dyno Capsule
attunement before use. See the Dungeon Master’s Guide for the
general rules of applying magic items. Wonderous item, rarity varies

Magic Items Item Attunement These small capsules are numerically labeled and allow for the
transportation of larger objects. You can use an action to press
Rarity Senzu Bean No the central button and throw this item up to 60 feet away.
Championship Belt No Upon landing, it releases the object it contained.
Uncommon+ Dyno Capsules No
Uncommon Micro Band Yes The type of object can be determined from the numerical
Uncommon+ Saibamen Set No label or an Identify spell. A newly discovered dyno capsule
Uncommon Scouter Yes might already contain an object chosen by the Dungeon
Uncommon Demon Fork Yes Master or determined randomly.
Uncommon Dragon Ball Locator No
Rare Power Pole Yes Dyno Capsule Contents
Rare Ocarina of Heroism Yes
Rare Fruit of the Gods No d100 Contents
Very Rare Potara No
Legendary Zeta Sword Yes 1-40 Empty
Legendary 41 Electric Rice Cooker
Artifact Small Capsule Shelter
42-44 Wardrobe containing various outfits
Championship Belt 45 Hover Car
Hydro Jet
Wonderous item, uncommon 46-48 Battle Jacket
49 Fishing Boat
This masterfully crafted belt is given as a reward to martial 50 Capsule Motorcycle
arts champions. While wearing this belt, you gain a +5 bonus Nonmilitary Submarine
to Charisma (Persuasion) checks and Charisma (Intimidation) 51-53 Large Capsule Shelter
checks made to interact with martial artists. 54-56 Gasoline Engine Car
Nonmilitary Aircraft
Demon Fork 57 Jet Momonga
58-59 Hot Air Balloon
Weapon (trident), rare (requires attunement) 60-62 Military Aircraft
Small Military Shelter
You gain a +1 bonus to attack and damage rolls made with 63 Large Military Shelter
this magic weapon. When you hit a celestial creature with an 64-66 Hoverboard
attack using this weapon, the attack deals an extra 2d6 Fully stocked solar powered fridge
damage of the weapon's type, and the target can't regain 67 House Wagon
hit points until the start of your next turn. 68-71 Military Gasoline Engine Car
72-74
75-77

78
79-81
82-84
85-87

65

88 Military Armored Tank When you cast metamoran’s fusion dance, the duration is
89 Military Submarine doubled. If a shinjin or other celestial is involved in the fusion,
90-93 Food and Water (30 Rations) the spell becomes permanent and can be only be undone by
94-96 Weapon Cache means of a wish spell.
97 Coffin containing and unknown corpse
98 Treasure Chest Once this spell is cast through the earrings, they can’t be
99 Rare Jewel used again until the next dawn. If one of the earrings in a pair
100 Capsule Mansion is destroyed, the other becomes nonmagical.

*See Chapter 5 for vehicle statistics Power Pole

Fruit of the Gods Weapon (quarterstaff), rare (requires attunement)
This ornate staff is made from a mystical red wood. You gain a
Wonderous item, legendary +1 bonus to attack and damage rolls made with this magic
weapon. You can use a bonus action to speak this magic
This bronze magical fruit is intended for the gods themselves. quarterstaffs command word, causing it to transform into a
Any humanoid that eats from the fruit gains the following climbing pole up to 50 feet long, as you specify. The pole can
benefits for the following minute: bear up to 4,000 pounds. More weight causes the power pole
to revert to its normal form. This last until you use a bonus
• Your Strength score becomes 25 (+7). action to speak the command word again. Art By Xianarts
• You gain 100 temporary hit points. If any of these remain
Saibamen Set
after one minute has passed, they are lost.
• You can attack twice, instead of once, when you take the Wonderous item, uncommon
This capsule contains an amount of green seeds
Attack action on your turn. You ignore this benefit if you semi-submerged in an unknown liquid. When found, it
already have a feature that gives you extra attacks. contains 1d4 seeds. When planted in fertile soil, the seeds
begin to sprout after a set amount of time, usually 1 to 6
Once one minute has passed, you suffer a level of exhaustion. rounds, into a fully grown saibaman.

Micro Band The saibaman is friendly to you and your companions. Roll
initiative for the saibaman. It obeys any verbal commands that
Wonderous item, uncommon (requires attunement) you issue to it (no action required by you). If you don't issue
any commands to the saibamen, they take the Dodge action
While you wear this band, you can use a Bonus Action to and uses their movement to avoid danger.
press the bands’ face, benefiting from the effects of the
enlarge/reduce spell for the duration of this effect. If you press Set of potara
the bands’ face again, you end the effect. and scouter

When the bands' property has been used for a total of one
minute, the magic ceases to function until the next dawn.

Ocarina of Heroism

Wonderous item, very rare (requires attunement by a bard)

This woodwind instrument bestows a magical enchantment
upon the musician. If you’re a bard, you can use this musical
instrument as a spellcasting focus.

For the duration you spend playing this musical
instrument, you are continuously under the effect of the spell
beacon of hope (as if concentrating on the spell). This property
fades the moment you stop playing the instrument.

Potara

Wonderous item, legendary

Potara come in pairs, with each piece of jewelry crafted to
match the other. While wearing one earring, you can cast the
metamoran’s fusion dance spell from it at will. The target is the
wearer of the second earring. If no creature wears the other
earring, you know that fact as soon as you use this
property and don't cast the spell. Casting the spell in
this way fuses you and the target instantly without
needing to perform a Charisma (performance) check.

66

Scouter Spells. The zeta sword has 10 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast one
Wonderous item, uncommon (requires attunement) of the following spells (save DC 18) from it: guiding bolt (1
charge), clairvoyance (3 charges), word of recall (6 charges). The
An earpiece used to measure a lifeform's power level, which is sword regains 1d6 + 4 expended charges daily at dawn.
then displayed on the across the eye lens in a language of your
choice. While wearing the scouter, you can cast the cantrip Destroying the Sword. To destroy the sword, it must be
message, targeting another scouter of your choice within range. turned to stone by the spit of a makaioshin and then, while
For you, it has a range of 500 feet. still petrified, struck against a cube of katchin.

As a bonus action on your turn, you can scan another The Dragon Balls
creature you can see within 120 feet of you. The scouter then
displays the following information: The Dragon Balls were intended to be a thing of extraordinary
magic and power, something to be revered, not for the ease of
• The creatures type. their method, but for the dream of never having to use them.
• Its current Power Level, if any. The Dragon Balls are a set of seven mystical orbs that can
• Whether the creature has greater than, fewer than, or grant anything the heart desires. A single ball is about 3-inches
in diameter, cut from gleaming orange crystal, and weighing 2
exactly half its maximum hit points remaining. pounds. Floating at the core of each ball is a series of
five-pointed stars, ranging from one to seven.
Senzu Bean
Individually, the Dragon Balls possess no magical power.
Wonderous item, rarity varies United, they gain the ability to call forth an eternal dragon and
the promise of a miraculous wish. They’ve played a role in
These dry beans contain magical healing properties. Eating a almost every conflict across Earth’s history and continue to do
senzu bean restores a number of hit points and provides so to this day. The Dragon Balls are currently scattered across
enough nourishment to sustain a creature for one day. Earth's geography. While within 15 feet of one another, the
Dragon Balls give off a faint golden glow.
All conditions afflicting you end and any injuries you've
sustained are healed. Any reduction to your ability scores or The Eternal Dragon Shenron
your hit point maximum ends as well.
Once all seven Dragon Balls are gathered, a creature may use
Senzu Bean Size their action to summon the eternal dragon Shenron from the
plane of dreams. Shenron is a monumental, serpentine-like
Bean Size Rarity Hit Points Regained dragon with green scaly skin, piercing red eyes, and large
brown antlers protruding from his skull. Shenron remains to
Tiny Uncommon 1/4 Hit Point Maximum an extent of 1 hour, until provoked, or until all wishes have
Small Rare 1/3 Hit Point Maximum been granted, after which Shenron returns to his native plane.
Medium Very Rare 1/2 Hit Point Maximum While Shenron exists on the material plane, the sky becomes
Large Legendary Full Recovery consumed by total darkness.

Zeta Sword Shenron offers to grant a single wish. After hearing out any
desire, Shenron can then cast the wish spell on the creature’s
Weapon (longsword), artifact (requires attunement) behalf to bring about the effect. Unlike other wish granting
creatures of legend, Shenron will not attempt to pervert the
This magical sword hails from the sacred realms. It has a intent of the wish for his own benefit. If a wish is beyond
noticeable crack running through its blade. Shenron’s power, the wish is not expended and can be
restated to comply with Shenron’s limitations. If the cause of
Sentience. The zeta sword is a sentient neutral good weapon death was completely natural, such as disease or old age, that
with an Intelligence of 18, a Wisdom of 20, and a Charisma of person cannot be revived. If a person had been revived once
18. It has hearing and darkvision out to a range of 60 feet. before, Shenron cannot revive them for a second time.

The weapon communicates telepathically with its wielder After Shenron departs, each Dragon Ball is reduced to stone
and can speak, read, and understand Common and Kai. and scattered at random across the Earth. For the next year,
the Dragon Balls are considered nonmagical. The Dragon Balls
Personality. A lecherous kaioshin is trapped within the zeta become permanently nonmagical if Shenron were be
sword. The weapon is very self-centered and possesses a stern destroyed before he can return to his native plane.
attitude, but will compliment its wielder on their potential
should they show the promise to grow stronger.

Sacred Realm's Mightiest Sword. This magic longsword
grants a +3 bonus to attack and damage rolls made with it.

Additionally, when you make an attack with the
longsword on your turn, you can increase the range of the
attack up to 120 feet. This property of the zeta sword can't be
used again until the next dusk.

Random Properties. The zeta sword has the following
randomly determined properties:

• The sword has 1 major beneficial property.
• The sword has 1 minor beneficial property.

67



chapter five

FATEFUL BATTLES

This chapter provides stat blocks for various Krakens
creatures unique to the world of Dragon Ball, including a
number of villainous foes from the past. It also includes lore Krakens are commonly found in a number of undersea
relevant to monsters from the Monster Manual that often caverns and grottos. On Earth, krakens bear a much stronger
appear across the Dragon World. resemblance to common octopus, with the exception of their
massive size and destructive tentacles. Otherwise, they are
Player Battles identical to their appearance in the Monster Manual.

The world of Dragon Ball is no stranger to friendly tests of Mummies
skill between rival characters. Battles between players are
encouraged but may face backlash from players who are Cursed creatures from the dunes, mummies were once
unable to participate. Think carefully about the time it will powerful pharaohs who ruled over the arid regions of the
take to partake in such battles and what you can do to keep Dragon World. Today, they are commonly found trapped
other players actively involved. away in massive temples built in their honor. Some mummies
may be roped into contracts with powerful witches, acting as
Classic Monsters bodyguards. Otherwise, mummies are identical to their
appearance in the Monster Manual.
Numerous monsters exist across the Dragon World that have
been featured in official books. Not every threat to the players Ogres
needs to be from a powerful villain. Instead, think about the
small time adventures they may partake in from time to time In the Dragon World, ogres commonly exist in the Heavenly
and the vicious monsters they may need to battle. Realm, acting as caretakers. Some serve directly under King
Yemma, instructing wayward souls to their next destination.
This section explores the Dragon World’s most noteworthy Others wander the planes of Hell (Earthly Prison), punishing
monsters that have also appeared elsewhere in the multiverse. sinful souls who gather more power than they should come to
Some monsters may even bear a number of unique differences possess. Other than these changes, ogres are identical to their
in this world than others. Should those differences be appearance in the Monster Manual.
significant enough to alter a creature's stat block, those
differences are noted here. If a monster is from a collection Vampires
other than the Monster Manual, its source is listed in the
monster’s description. Vampires. Bloodsucking undead who lurk in shadows.
Vampires on Earth are extremely similar to their multiverse
Dinosaurs counterparts, with the exception that they often possess blue
colored skin tones. Other than these changes, vampires are
Unlike many other worlds, dinosaurs missed their chance at identical to their appearance in the Monster Manual.
extinction and are still thriving in most uninhabited regions
today. Smaller herbivores have been domesticated and taken Zombies
in as pets in most city environments. The larger creatures have
even been tamed and ridden into battle. Undead resurrected by powerful wizards and witches.
Zombies are not a common occurrence on Earth, although at
Dinosaurs in the Dragon World are almost identical to the times otherworldly souls may escape and attempt to return to
monsters described in the Monster Manual and in Volo's Guide their mortal forms (if they still exist), leading to small hordes
to Monsters. One notable difference is they have evolved to of undead rising up overnight. These gaps are often fixed
possess a much higher degree of intelligence, although they quickly, as to prevent panic. Zombies are extremely similar to
are still nothing more than animals. their appearance in the Monster Manual, although most
zombies retain their memory in life as well as their ability to
Ghosts speak the languages they knew in life.

Ghosts are nearly identical to their counterparts in found
within the Monster Manual, though the forms they assume can
vary in a number of ways. Some ghosts still appear as they did
in their previous life, while others have lost all relevance of the
shape they had assumed.

69

Bestiary Battle Jacket

The following pages include descriptions and stat blocks for Battle jackets were super-powered mechanized suits often
the inhabitants of Earth. The majority are presented in used by high ranking officers of the Red Ribbon Army.
alphabetical order. At the end of this section, you'll find a Equipped with an arsenal of state-of-the-art technology and
selection of powerful villains from the past, foes who’ve enough ammunition to wage war single handedly, these suits
returned to take their revenge. placed the power of saiyan warriors into the hands of the
common soldier. As technology improves, so too does the
Stat Blocks By Creature Type destructive power of a battle jacket.

The following list categorizes the creature in this chapter by Battle Jacket
creature type. Creatures marked with an asterisk appear in the
“Time Rift” section later in this chapter. Huge construct (vehicle), unaligned

Aberration Frieza Clansman Armor Class 18 (natural armor)
Guldo* Hit Points 124 (12d12+60)
Jiggler Jeice* Speed 30 ft., fly 30ft. (hover)
King Piccolo*
Beast Majin Buu* STR DEX CON INT WIS CHA
Perfect Cell* — ——
Giant Mole Cricket Raditz* 22 (+6) 11 (+0) 20 (+5)
Giant Trout Recoome*
Oozaru Yardratian Damage Immunities poison, psychic
Samaro Condition Immunities charmed, exhaustion, frightened,
Monstrosity
Celestial paralyzed, petrified, poisoned
Giras Senses Darkvision 60 ft., passive Perception 13
Supreme Kai Languages ─
Plant Challenge 8 (3,900 XP)
Construct
Gravel Goblin Siege Monster. The battle jacket deals double damage to
Battle Jacket Hesteric Shaman objects and structures.
Pirate Robot Organic Kiri
Saibamen Pilot. The battle jacket requires a Medium humanoid to pilot it.
Elemental Saibaman While inside the battle jacket, the pilot uses the construct's speed
Spined Saibaman and action options and can't take reactions or use bonus actions,
Flying Nimbus Swarm of Bulbamen and the pilot has total cover. If the battle jacket drops to 0 hit
points, the pilot is ejected from it and lands prone in an
Humanoid unoccupied space within 5 feet of the construct.

Burter* Towering Terror. Any enemy outside the battle jacket that starts
Captain Ginyu* its turn within 30 feet of it must succeed on a DC 17 Wisdom
Cell Junior* saving throw or be frightened until the start of the enemy's next
Emperor Frieza* turn. If the enemy's saving throw is successful, it is immune to
this battle jacket’s Towering Terror for the next 24 hours.

Actions

Multiattack. The battle jacket makes two attacks: one with its
slam and one with its artillery blaster. It can use its crushing
grasp instead of its slam.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d10+6) bludgeoning damage.

Artillery Blaster. Ranged Weapon Attack: +3 to hit, range 60 ft.,
three targets no more than 15 feet apart. Hit: 9 (3d6) fire
damage. If the targets are creatures, they are knocked prone.

Crushing Grasp. Grapple Attack: +9 vs targets' Strength
(Athletics) or Dexterity (Acrobatics), reach 10 ft., one creature.
Hit: creature is grappled, and takes 18 (3d8+6) bludgeoning
damage for each round it remains in the battle jacket's grasp.

70

Flying Nimbus Giant Animals

Resembling golden clouds, the flying nimbus of the north are Planet Earth is no stranger to its fair share of giant beasts.
magical creatures that can serve as a way of transportation Most adventurers find such creatures to be rather passive, if
through the skies, but only for those with pure intentions. hostile at all. The more important question seems to be how
Anyone deemed impure by the flying nimbus simply falls they got to be so big in the very first place. Magic or dark
through the clouds surface. Flying nimbus often travel across meddling? Perhaps one day we will know the truth.
the wintry skies of the rugged north. To the naked eye, they
appear as nothing more than bizarre clouds racing on the Giant Mole Cricket
winds. Those who are aware of their presence, consider them
to be a blessing of fortune as they pass overhead. Medium beast, unaligned

Flying Mounts. For those brave enough and pure of heart, Armor Class 13 (natural armor)
the flying nimbus serve as loyal and steadfast mounts that can Hit Points 18 (3d8+6)
fly you almost anywhere, with one exception. No flying Speed 30 ft., burrow 30 ft.
nimbus is capable of ascending beyond the clouds.

Flying Nimbus STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 3 (-4)
Medium elemental, lawful good 15 (+2) 12 (+1) 15 (+2)

Armor Class 14 Senses Tremorsense 30 ft., passive Perception 10
Hit Points 8 (d6+2) Languages ─
Speed 0 ft., fly 90 ft. (hover) Challenge 1/2 (100 XP)

STR DEX CON INT WIS CHA Burrow. The mole cricket cannot burrow into solid rock, but they
12 (+1) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 6 (-2) can move through softer material like soil or loose rubble, leaving
a tunnel 5 feet in diameter behind them.
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks Actions

Damage Immunities poison Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Condition Immunities blinded, deafened, exhaustion, Hit: 5 (1d6+2) slashing damage.

grappled, poisoned, prone Giant Trout
Senses Darkvision 60 ft., passive Perception 12
Languages ─ Large beast, unaligned
Challenge 1 (200 XP)
Armor Class 13
Air Form. The flying nimbus can enter a hostile creature's space Hit Points 14 (2d10)
and stop there. It can move through a space as narrow as 1 inch Speed 0 ft., swim 40 ft.
wide without squeezing.
STR DEX CON INT WIS CHA
Rejuvenation. When the flying nimbus drops to 0 hit points, its 1 (-5) 7 (-2) 2 (-4)
body dissipates and vanishes. It is dead until the next season, 14 (+2) 16 (+3) 10 (+0)
when itshe reappears at full health in a cold, remote location of
its choosing. Senses Darkvision 60 ft., passive Perception 8
Languages ─
Planar Alignment. Only creatures who follow good alignments Challenge 0 (10 XP)
may attempt to mount the flying nimbus. Otherwise, a creature
simply passes through the flying nimbus’ space and stops there. Water Breathing The giant trout can breathe only underwater.
If mounted, the flying nimbus can safely carry up to 480 lb. The
flying nimbus is aware of the creature's alignment the instant it Actions
attempts to ride it.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.

71

Giras Jiggler

Large and intimidating pterodactyl-like monsters who roam Buyons, or jigglers as they are sometimes called, are a large
the countryside. Despite their frightening demeanor, they are rotund species that are quite common to Earth nowadays.
relatively tame and peaceful among one another. Those who These creatures are quite troublesome thanks to their sturdy
encounter the giras in the wilds should expect a fight, bodies able to take basic martial arts techniques and the
especially if they seem hungry. flexibility with which they can be seen even sending some
techniques back at their users. It is well known knowledge
There are generally two types of giras. Those who are social however that they are quite vulnerable to the cold.
and gather in large villages and those who live among the
wilds. Social giras are widely considered peaceful creatures Aberrants of Another World. An attack from Frieza's army
who use their adhesive sputum as a building material. On the many years ago brought these creatures to counter the many
other hand, wild giras are prone to violence and actively warriors who reside here, but after proving unsuccessful the
spend their days hunting prey. Wild giras are commonly ones who survived were abandoned and thus they have
referred to as dongiras. resided on planet Earth ever since.

Jiggler

Large aberration, chaotic neutral

Armor Class 19 (natural armor)
Hit Points 78 (7d10+42)
Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 4 (-3) 22 (+6) 2 (-4) 12 (+1) 7 (-2)

Giras Damage Resistances fire, thunder; bludgeoning and piercing
damage from nonmagical attacks
Medium monstrosity, lawful evil
Damage Vulnerabilities cold
Armor Class 13 (natural armor) Senses passive Perception 11
Hit Points 55 (9d8+18) Languages ─
Speed 20 ft., fly 60 ft. Challenge 5 (1,800 XP)

STR DEX CON INT WIS CHA Reflective Body. Any time the jiggler is targeted by a magic
16 (+3) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 8 (-2) missile spell, a line spell, or a spell that requires a ranged attack
roll, roll a d6. On a 1 to 5, the jiggler is unaffected. On a 6, the
Skills Athletics +5, Perception +3 jiggler is unaffected, and the effect of the spell is reflected back at
Senses Darkvision 60 ft., passive Perception 13 the caster as though it originated from the jiggler, turning the
Languages Common caster into the spells target.
Challenge 2 (450 XP)
Actions
Flyby. The giras doesn’t provoke an opportunity attack when it
flies out of an enemy’s reach. Multiattack. The jiggler makes two attacks: one with its antenna
beam and one with its lick.
Actions
Antenna Beam. Melee Spell Attack: +9 to hit, reach 30 ft., one
Multiattack. The giras makes one tail attack. target. Hit: 5 (1d8+6) lightning damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 Lick. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
(1d8+3) bludgeoning damage. Hit: 9 (2d6+3) bludgeoning damage. If the target is a medium or
smaller creature, the target is grappled (escape DC 13). Until this
Glu-Glu Gum (Recharge 5-6). The giras spits a viscous sludge at grapple ends, the target is restrained, and the jiggler can't use its
a point it can see within 15 feet of it which expands upon impact. lick on another creature.
Each creature within 5 feet of the sludge must succeed on a DC
13 Strength saving throw or be restrained for 1 minute. A Engulf. The jiggler makes one lick attack against a medium or
creature can repeat the saving throw at the end of each of its smaller creature it is grappling. If the attack hits, the target takes
turns, ending the effect on itself on a success. the lick's damage, the target is engulfed, and the grapple ends.
The engulfed target is blinded, restrained, unable to breathe, and
it must succeed on a DC 17 Constitution saving throw at the start
of each of the jiggler's turns or take an additional 8 (2d8) acid
damage. The jiggler can have only one creature engulfed at a
given time.

72

Art By Partingwaters

Oozaru

A creature feared by all for centuries, the oozaru is a gigantic
ape sprouting brown fur and red eyes that is well known for
its destructive nature and immense size that has led to the
conquering of many planets. This monster is made possible by
the combination of a saiyan's tail and the shine of a full moon
on the form of a saiyan. The oozaru form is only taken by
saiyans as a last ditch effort in battle.

Oozaru Actions

Gargantuan beast (saiyan), any chaotic alignment Multiattack. The oozaru makes one attack with its fist and one
attack with its tail smash.
Armor Class 14 (natural armor)
Hit Points 148 (16d10+64) Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Speed 40 ft., climb 40 ft. Hit: 15 (2d8+6) bludgeoning damage.

STR DEX CON INT WIS CHA Tail Smash. Melee Weapon Attack: +10 to hit, reach 10 ft., one
22 (+6) 14 (+2) 18 (+4) 2 (-4) 16 (+3) 12 (+1) target. Hit: 15 (2d6+6) bludgeoning damage.

Saving Throws Con +6, Wis +7 Rock. Ranged Weapon Attack: +10 to hit, range 50/100 ft.,
Skills Athletics +10, Perception + 7, Survival +7 one target. Hit: 20 (4d6+6) bludgeoning damage.
Senses passive Perception 17
Languages Understands Sadalan but can’t Speak Breath Cannon (Recharge 5-6). The oozaru exhales fiery energy
Challenge 9 (5,000 XP) in a 60-foot line that is 5 feet wide. Each creature in that line
must make a DC 16 Dexterity saving throw, taking 55 (10d10)
Legendary Resistance (1/Day). If the oozaru fails a saving throw, force damage on a failed save, or half as much damage on a
it can choose to succeed instead. successful one.

Siege Monster. The oozaru deals double damage to Legendary Actions
objects and structures.
The oozaru can take 3 legendary actions, choosing from the
Unleashed Saiyan Impulse. When the oozaru is reduced to 0 hit options below. Only one legendary action option can be used at a
points, it doesn't die or fall unconscious. Instead, the damage time and only at the end of another creature’s turn. The oozaru
exposes an opening of attack against its saiyan tail. Its tail has an regains spent legendary actions at the start of its turn.
AC of 18 and 50 hit points. It is vulnerable to slashing damage
and it is immune to all conditions. If it is forced to make a saving Detect. The oozaru makes a Wisdom (Perception) check.
throw, treat its ability scores as 10 (+0). The oozaru reverts to its Lunge. The oozaru moves up to half its speed.
humanoid form once its tail has been severed and immediately Fist (Costs 2 Actions). The oozaru makes a fist attack.
falls unconscious.

73

Pirate Robot Saibamen

Pirate robots are powerful combat robots created by pirates Otherwise referred to cultivars by the scientific minds who
with the sole purpose of protecting their lair and more experimented upon them, the saibamen are a race of savage
importantly, their treasure. They are most commonly found creatures often used as weapons by offworld soldiers. They
patrolling long since abandoned outposts and sunken are extremely rare and valuable given that harvesting their
treasures. Less commonly, they are still employed by the bulbs is difficult, and few are able to handle their wild and
ancient pirates who manufactured them many years ago. destructive impulses. Since recent attacks by the Frieza Force
These artificial life forms are easily recognizable by their large on Earth, saibamen have been introduced to Earth’s habitats
pointed skull head, armored body, and the multi-purpose gun and evolved into a number of unique and natural creatures.
that acts as one of their arms.
Unearthly Pests. Although originally a forign invader to
Pirate Robot Earth’s ecosystem, saibamen have since become a common
occurrence in the wilds. This marks the first time saibamen
Medium construct, neutral evil have reproduced naturally since their capture by the saiyan
armies years ago.
Armor Class 16 (natural armor)
Hit Points 84 (9d10+36)
Speed 30 ft., fly 20 ft. (Hover)

STR DEX CON INT WIS CHA Gravel Goblin
17 (+3) 12 (+1) 19 (+4) 2 (-4) 11 (+0) 1 (-5)
Small plant (saibaman), unaligned
Damage Immunities poison, psychic
Damage Resistances bludgeoning, piercing Armor Class 16 (natural armor)
Condition Immunities charmed, exhaustion, frightened, Hit Points 40 (8d6+8)
Speed 20 ft., burrow 30 ft.
paralyzed, petrified, poisoned
Senses Darkvision 60 ft., passive Perception 10 STR DEX CON INT WIS CHA
Languages Common 14 (+2) 9 (-1) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Challenge 3 (700 XP)

Sea Legs. The pirate robot has advantage on ability checks and Damage Resistances acid, poison, bludgeoning, fire
saving throws to resist being knocked prone. Senses Darkvision 60 ft., passive Perception 11
Languages The saibaman understands the Languages of its
Axiomatic Mind. The pirate robot can't be compelled to act in a
manner contrary to its nature or its instructions. creator but it itself cannot speak
Challenge 2 (450 XP)
Actions
Stone Armor. When a melee weapon attack that deals slashing
Multiattack. The pirate robot makes three attacks: two with its or piercing damage fails to hit the saibaman, the weapon is
swordhand and one with its shocking tail. damaged and takes a -1 penalty to damage rolls.

Swordhand. Melee Weapon Attack: +6 to hit, reach 5 ft., one Boulder Guise. While fully withdrawn into its shell, the saibaman
target. Hit: 8 (1d8+4) slashing damage. cannot see and is indistinguishable from a small boulder or
discarded pile of gravel.
Shocking Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 9 (1d10+4) piercing damage plus 9 (2d8) lightning Actions
damage. Each creature within 5 ft. of the target must make a
DC 12 Dexterity saving throw or take an additional 4 (1d8) Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
lightning damage. 11 (2d8+2) bludgeoning damage.

Gatling (Recharge 6). The pirate robot triggers a concentrated Blinding Spit (Recharge 5-6). The saibaman spits a 15-foot cone
barrage of bullets at a point within 30 feet. Up to three targets no of blinding dust. Each creature in that area must make a DC 12
more than 15 feet apart must make a DC 14 Dexterity saving Dexterity saving throw or be blinded for 1 minute. A creature can
throw, taking 23 (4d10) piercing damage on a failed save, or half repeat the saving throw at the end of each of its turns, ending the
as much damage on a successful one. effect on itself on a success.

74

Art By Dieg Barcellos

Hesteric Shaman Organic Kiri Saibaman

Small plant (saibaman), any alignment Large plant (saibaman), unaligned

Armor Class 13 (hide armor) Armor Class 15 (natural armor)
Hit Points 11 (3d6+3) Hit Points 64 (12d6+24)
Speed 20 ft., burrow 30 ft. Speed 30 ft.

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

Skills Nature +1, Survival +3 STR DEX CON INT WIS CHA
Damage Resistances acid, poison 16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
Damage Vulnerabilities fire
Senses passive Perception 11 Damage Resistances acid, poison, bludgeoning, piercing
Languages Common, Saiba Damage Vulnerabilities fire
Challenge 1/2 (100 XP) Senses passive Perception 11
Languages Saiba
Self-Destruct. When the saibaman dies or is knocked Challenge 4 (1,100 XP)
unconscious, it explodes. Each creature within 5 feet of it must
make a DC 11 Dexterity saving throw, taking 9 (3d6) fire damage Broodmother. All saibamen with a CR lower than 4 are allied to
on a failed save, or half as much damage on a failed save, or half the organic kiri saibamen and will follow its commands.
as much damage on a successful one.
False Appearance. While the saibaman remains motionless, it is
Pack Tactics. The saibaman has advantage on an attack roll indistinguishable from a normal tree.
against a creature if at least one of the saibamen's allies is within
5 feet of the creature and the ally isn't incapacitated. Fungal Spores. Whenever the saibaman takes damage of any
type but psychic, each creature within 5 feet of the saibaman
Variant: Spellcasting. The saibaman is a 4th-level spellcaster. Its takes 9 (2d8) poison damage.
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
spell attacks). It has the following druid spells prepared: Actions

Cantrips (at will): druidcraft, guidance, infestation, poison spray Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
1st level (4 slots): beast bond, earth tremor, entangle, goodberry Hit: 9 (2d6+3) bludgeoning damage.
2nd level (3 slots): barkskin, spike growth, summon beast
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Actions 6 (1d6+3) piercing damage plus 12 (3d8) acid damage, and the
creature is poisoned until the start of the saibamen's next turn.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or
range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage or 6 Spawn Saibamen (1/Day). The organic kiri saibamen calls 1d4
(1d8+2) if wielded in two hands. swarms of bulbamen or 1d6 saibamen. While underground, the
saibaman matron can call 1d4 gravel goblins instead. The
Acid Spit (Recharge 5-6). The saibaman spits acid in a 15-foot creatures arrive in 1d4 rounds, acting as allies of the organic kiri
line that is 5 feet wide. Each creature in that line must make a DC saibamen. The creatures remain for 1 hour, or until the organic kiri
11 Dexterity saving throw, taking 15 (3d8) acid damage on a saibamen were to die.
failed save, or half as much damage on a successful one.

75

Saibaman Spined Saibaman

Small plant (saibaman), unaligned Small plant (saibaman), unaligned

Armor Class 11 Armor Class 14 (natural armor)
Hit Points 14 (2d6+2) Hit Points 35 (6d6+6)
Speed 20 ft., burrow 30 ft. Speed 20 ft., burrow 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 7 (-2) 2 (-4) 12 (+1) 7 (-2)
14 (+2) 14 (+2) 12 (+1)

Damage Resistances acid, poison Damage Resistances acid, poison
Damage Vulnerabilities fire Damage Vulnerabilities fire
Senses passive Perception 10 Senses passive Perception 11
Languages The saibaman understands the Languages of its Languages The saibaman understands the Languages of its

creator but it itself cannot speak creator but it itself cannot speak
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Self-Destruct. When the saibaman dies or is knocked Barbed Body. When a creature within 5 feet of the saibaman hits
unconscious, it explodes. Each creature within 5 feet of it must the creature with a melee weapon attack, they suffer 3 (1d6)
make a DC 11 Dexterity saving throw, taking 9 (3d6) fire damage piercing damage.
on a failed save, or half as much damage on a failed save, or half
as much damage on a successful one. False Appearance. While the saibaman remains motionless, it is
indistinguishable from a normal desert cactus.
Actions
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) slashing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) slashing damage.
Acid Spit (Recharge 5-6). The saibaman spits acid in a 15-foot
line that is 5 feet wide. Each creature in that line must make a DC Needle Blitz. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
11 Dexterity saving throw, taking 15 (3d8) acid damage on a one target. Hit: 5 (1d6+2) piercing damage.
failed save, or half as much damage on a successful one.

Swarm of Bulbamen

Medium swarm of tiny plants (saibaman), unaligned

Armor Class 11
Hit Points 24 (5d6+5)
Speed 20 ft., climb 20 ft.

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

Damage Resistances acid, poison; bludgeoning, piercing, and
slashing damage from nonmagical attacks

Damage Vulnerabilities fire
Condition Immunities paralyzed, prone, restrained, stunned
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice
versa, and the swarm can move through any opening large
enough for a tiny plant. The swarm can't regain hit points or gain
temporary hit points in any way.

Actions

Bites (swarm has more than half HP). Melee Weapon Attack: +3
to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d6+1)
piercing damage plus 4 (2d4) acid damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +3 to
hit, reach 0 ft., one target in the swarm's space. Hit: 4 (1d6+1)
piercing damage plus 2 (1d4) acid damage.

76

Supreme Kai Samaro

Art By GobboPuddo Samaro are large insectoid creatures closely resembling the
earthly grasshopper or mantis, which is especially prevalent in
their huge scythe hands that are able to slash enemies While
similar to the regular bugs of Earth, these creatures differed in
terms of aggression and physiology. These monsters are said
to be the product of the time breakers experimenting with
different insects across time.

Supreme Kai

The supreme kaioshin are an intellectual and all knowing race,
watching the cosmos from above in varying locations, the
most notable being the sacred land of the kais. While this
species is much more known for their guidance and
understanding of the world, they are capable in combat as
both supporters and leaders thanks to their vast
understanding of the universe plus its inhabitants.

Supreme Kai

Medium celestial, lawful neutral

Armor Class 14 (natural armor)
Hit Points 80 (18d6+18)
Speed 30 ft., fly 30 ft. (hover)

Samaro STR DEX CON INT WIS CHA

Large beast, unaligned 10 (+0) 12 (+1) 12 (+1) 20 (+5) 18 (+4) 16 (+3)

Armor Class 14 (natural armor), 11 while prone Saving Throws Int +9, Cha +7
Hit Points 35 (4d10+4) Skills Arcana +9, History +9, Religion +9
Speed 30 ft., climb 30 ft. Senses Truesight 120 ft., passive Perception 14
Languages Common, Kai, telepathy 120 ft.
STR DEX CON INT WIS CHA Challenge 12 (8,400 XP)
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Skills Perception +2, Stealth +5 Magic Resistance. The supreme kai has advantage on saving
Senses Darkvision 60 ft., passive Perception 12 throws against spells and other magical effects.
Languages ─
Challenge 1 (200 XP) Innate Spellcasting. The supreme kai’s spell casting ability is
Intelligence (spell save DC 17, +9 to hit with spell attacks). The
Surprise Attack. If the samaro surprises a creature and hits it supreme kai can innately cast the following spells, requiring no
with an attack during the first round of combat, the target takes material components:
an extra 7 (2d6) damage from the attack.
At will: detect magic, clairvoyance, find familiar
Actions 3/day each: divination, fabricate, heroes’ feast
1/day each: plane shift, unleash potential
Multiattack. The samaro makes two attacks: one with its pincer
and one its scythe hand. Actions

Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Multiattack. The supreme kai makes two radiant blade attacks.
Hit: 6 (1d8+2) piercing damage.
Radiant Blade. Melee Spell Attack: +9 to hit, reach 5 ft., one
Scythe Hand. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d8+5) radiant damage.
target. Hit: 8 (1d12+2) slashing damage.
Healing Touch (3/day). The supreme kai touches another
creature. The target magically regains 18 (3d8+5) hit points and
is freed from one curse afflicting it (supreme kai’s choice).

77

Yardratian The Time Rift

While physically weak, yardratians are able to manipulate This section describes a number of iconic villains displaced
time and space through the use of yardratian techniques in from their native place in the Dragon World timeline. Several
conjunction with precise spirit control. Members of this race of which possess a unique series of traits that sets them apart
are well known for their wisdom and act as a true neutral form the average monster: genki traits.
species, only really fighting if training another or acting in self
defense. Yardratians are short creatures, lacking ears and Genki traits transform battles into truly legendary
having smaller eyes adorned a round face. Their skin tone confrontations, well suited to the climactic battles at the ends
comes in an assortment of colors, and the elder of the race can of adventures or entire campaigns. Genki traits are optional;
be seen possessing whiskers. they don't need to be used during combat with these
monsters. If you so choose, you may simply ignore a monster's
Time Mechanics. After losing their home to the villainous genki trait and genki actions. If you wish to increase a battle's
time breaker Mira, a majority of their race now resides on stakes, though, using a monster's genki trait results in some
planet Earth, acting as transporters for any who live there. mid-battle twist that changes the way the monster behaves,
They are great supporters of the time patrol, helping to create restores its resources, or provides it with new actions to use.
time machines so that more time patrollers are able to be As a result, the battle becomes deadlier and rages on for
recruited and fulfill their jobs. longer than most combat encounters.

Yardratian Each monster features an " Genki Encounter" section that
highlights its genki trait, notes how using it changes the
Medium humanoid (extraterrestrial), neutral difficulty of the encounter and the rewards, and includes
read-aloud text you can use mid-battle to signal a terrifying
Armor Class 12 (padded armor) shift in the ongoing conflict.
Hit Points 38 (13d6-13)
Speed 30 ft. Time Rift Reasonings

STR DEX CON INT WIS CHA As stated above, these villains have been displaced from their
6 (-2) 12 (+1) 8 (-1) 16 (+3) 24 (+6) 16 (+3) native place in the timeline. When you decide to use one of
these creatures, question how and why they were shunted
Saving Throws Dex +4, Int +6 through time and space, only to battle against your very own
Skills Arcana +6, Insight +9, Medicine +9, Perception +9 players. Think, from when exactly do they hail or what
Damage Resistances psychic memories do they possess from their own time.
Senses Truesight 120 ft., passive Perception 19
Languages Common, Yardrat The Time Rift Reasonings table provides inspiration for the
Challenge 8 (3,900 XP) how and why, which you may use or adapt as you see fit.

Detect Magic. The yardratian senses magic within 120 feet of Time Rift Reasonings
itself at will. This trait otherwise works like the detect magic spell
but isn't itself magical. d8 Reason

Magic Resistance. The yardratian has advantage on saving 1 The villain was unwillingly shunted from their own
throws against spells and other magical effects. time whilst in the midst of a battle.

Innate Spellcasting (psionics). The yardratian’s innate 2 The villain made a dark pact with an unknown lord
spellcasting ability is Wisdom. It can innately cast the following of time so that they may get a second chance at
spells, requiring no components: revenge.
At will: instant transmission
3/day each: enlarge/reduce, jump, nondetection (self only) 3 The villain was shunted through time moments
1/day each: plane shift, telekinesis before their death. They appear grievously injured
and suffer a form of amnesia.
Actions
4 Believed to have been defeated, the villain has
Psionic Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one been waiting in stasis until they are awakened by
target. Hit: (1d6+1) bludgeoning damage plus (2d6) psychic a mysterious third party.
damage. This is a magic weapon attack.
5 The villain discovered and defeated a roaming
Healing Touch (3/day). The yardratian touches another creature. time patroller. Using their time machine, they
The target magically regains (3d8+6) hit points and is freed from traveled to an unknown era.
one curse afflicting it (yardratian’s choice).
6 The villain was invited to the future by a member
of the Time Patrol so that they may learn a secret
that would be otherwise unobtainable.

7 The villain was separated from their group and
suddenly finds themself in a strange time.

8 Using a strange form of temporal necromancy,
the villain has been resurrected with no memories
from their own time.

78

Art By Fantasticyouth7 Perfect Cell • At any point, Cell can close his eyes and view any point
within 6 miles of his lair. This functions as the clairvoyance
Cell was the ultimate creation of the departed scientist Dr. spell cast using a 9th level spell slot.
Gero, designed using the genetics of the greatest fighters that a
series of remote tracking devices could find across planet Genki Encounter
Earth. The result was a "perfect warrior", possessing
numerous favorable genetic traits and special abilities. He was Cell is a powerful encounter on his own, but if the
one of the few Red Ribbon Androids not directly completed adventurers want a true challenge, you can use his Ceaseless
by Dr. Gero, instead being completed by Dr. Gero's Terror trait. Using this trait marks a drastic turn in the
Supercomputer. Initially, Cell was completely single-minded encounter as Cell returns from death even stronger than
in the pursuit of his goals and was very cautious, sneaky, before. Once Cell has this power, he can choose one of his
cunning, knowledgeable, and calculating in achieving his genki actions when he uses a legendary action.
main goal of perfection. After attaining the perfection he had
long desired, Cell admitted that he had found himself with no Read or paraphrase the following passage when Cell uses
purpose. Thus, he saw his Cell Games as the opportunity to his Ceaseless Terror genki trait:
discover a new purpose; to test his new-found power.
Seemingly vanquished, the calming whistle of the wind
Lair Actions leaves you in silence. Just long enough for your mind to
wonder if he is truly defeated. Then, the wind begins to pick,
The Cell Games, the martial arts arena constructed by Cell churning into an electrical torrent, blooming with a sudden
himself to test his perfect power against the warriors of Earth, green flash of light. A horrific laughter begins to echo from
also serving as Cell’s primary abode. Given time, Cell can
reconstruct this arena in any region using natural materials. within the dust devil.

Lair Actions. On initiative count 20 (losing initiative ties), Fighting Cell as a genki encounter is equivalent to
Cell can take a lair action to cause one of the following effects; fighting two CR 25 creatures in a single encounter. Award the
he can’t use the same effect two rounds in a row: party 150,000 XP for defeating Cell after he uses
Ceaseless Terror.
• Cell uses his Teleport action.
• Each cell junior that Cell can see can Cell as he appears
in his Perfect Form
use its reaction to move up to its
speed or take the Taunt action.
• Cell issues a challenge to
whomever thinks they can
defeat him. All creatures who
can see and hear Cell must
succeed on a DC 25 Wisdom
save or immediately move
up to their speed towards him.

Regional Effects. The region in
which Cell constructs his Cell
Games arena is warped by him,
which creates one or more of the
following effects:

• Large mountains and chunks of
earth within 1 mile of the lair are
found crushed and cut into
clean tile shapes.

• Within 1 mile of the lair, the
bodies of military special
forces are left to rot in an
unnatural display.

79

Perfect Cell Actions

Medium humanoid (bio-android), lawful evil Multiattack. Cell makes three attacks: one with his bio-impact
and two with his perfect strike.
Armor Class 22 (biological armor)
Hit Points 380 (28d12+168) Perfect Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one
Speed 30 ft., fly 60 ft. (hover) target. Hit: 19 (2d10+9) bludgeoning damage.

STR DEX CON INT WIS CHA Bio-Impact. Melee Weapon Attack: +17 to hit, reach 5 ft., one
28 (+9) 28 (+9) 22 (+6) 30 (+10) 14 (+2) 18 (+4) target. Hit: 15 (2d6+9) bludgeoning damage plus 6 (2d6)
acid damage.
Saving Throws Str +17, Dex +17, Con +13, Wis +10, Cha +12
Skills Deception +12, Perception +10, Persuasion +12 Perfect Blaster (Recharge 6). Cell fires a blast of concentrated
Damage Immunities cold; bludgeoning, piercing, and slashing energy in a 90-foot line that is 5 feet wide. Each creature in that
line must make a DC 25 Dexterity saving throw, taking 77 (22d6)
damage from nonmagical attacks force damage on a failed save, or half as much damage on a
Condition Immunities charmed, exhaustion, frightened, poisoned successful one.
Senses Darkvision 120 ft., passive Perception 20
Languages all, Telepathy 120 ft. Teleport. Cell teleports, along with any equipment he is wearing
Challenge 25 (75,000 XP, or 150,000 XP) or carrying, up to 60 feet to an unoccupied space he can see.

Ultimate Lifeform. Cell regains 20 hit points at the start of his Spawn Children (1/Day). Through cellular mitosis, Cell births
turn. Cell cannot be destroyed as long as his nucleus remains 2d4 cell juniors to aid him in battle. The cell juniors immediately
intact. If Cell’s nucleus is not destroyed, he gains a new body in roll initiative, acting as allies towards Cell and obeying any of his
2d8 minutes, regaining all his hit points and becoming active spoken commands. They remain until destroyed.
again. Cell dies only if he is disintegrated by a spell or other
effect and doesn't activate his genki trait. Reactions

Legendary Resistance (3/Day). If Cell fails a saving throw, he Perfect Combination. When Cell is hit by an attack, he can force
can choose to succeed instead. the attacker to make a DC 25 Strength saving throw. On a failure
the target is pushed 15 feet away from Cell. Cell can immediately
Innate Spellcasting. Cell’s spellcasting ability is Intelligence move 15 feet to follow the target. On a successful save the target
(spell save DC 26, +18 to hit with spell attacks). Cell can innately is not pushed away.
cast the following spells, requiring no material components:
Legendary Actions
At will: dodon ray, scatter shot, solar flare, spirit ball, wolf fang fist
3/day each: destructo disk, kamehameha wave, telekinesis Cell can take 3 legendary actions, choosing from the options
1/day each: instant transmission, spirit bomb below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Cell regains spent
Magic Resistance. Cell has advantage on all saving throws legendary actions at the start of his turn.
against spells and other magical effects.
Attack. Cell makes one attack. If his Ceaseless Terror has
Artificial Creation. Cell has advantage on saving throws against triggered, he can instead make two attacks.
exhaustion and is immune to disease. Cell is considered a
construct in regards to all spells and effects. All Clear (Costs 2 Actions). Cell sweeps at his surroundings with
an arching-blade. Each creature within a 15 feet of Cell must
Mimicry. Cell can mimic any sounds he has heard, including succeed on a DC 25 Dexterity saving throw or take (2d6+9)
voices. A creature that hears the sounds can tell they are force damage and be pushed up to 15 feet away from Cell.
imitations with a successful DC 20 Wisdom (Insight) check.
Genki Actions
Ceaseless Terror (Genki; 1/Long Rest). If Cell is reduced to 0 hit
points, he is seemingly destroyed. Moments later, he regenerates If Cell’s genki trait is active, he can use the options below as
and teleports back to the battlefield. Upon arrival, the renewed legendary actions for 1 hour after using Ceaseless Terror.
Cell regains 380 hit points and immediately ends any ongoing
spells and conditions on himself. Cell regains all expended uses Callout. Cell calls his next attack, announcing it aloud. If his
of his Legendary Resistance trait and the number of legendary next attack hits, it is automatically a critical hit.
actions he can take in a single turn increases to six.
Flawless Blaster (Costs 2 Actions). Cell uses his perfect blaster
action. If the action is unavailable, it recharges instead.

Perfect Evil (Costs 6 Actions). Cell chooses a single point he
could reach by flying. He rapidly rushes to that point and
performs a full Multiattack. This movement does not
provoke opportunity attacks.

80

Cell Junior

Small humanoid (bio-android), chaotic evil

Armor Class 16 (biological armor)
Hit Points 60 (11d8+22)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 16 (+3)

Saving Throws Wis +3, Cha +6
Skills Acrobatics +6, Intimidation +6, Performance +6
Damage Resistances cold; bludgeoning, piercing, and

slashing damage from nonmagical attacks
Senses Darkvision 120 ft., passive Perception 10
Languages Common, Namekian, Sadalan, Tsundoran
Challenge 5 (1,800 XP)

Artificial Creation. Cell Junior has advantage on saving throws Cell Junior
against exhaustion and is immune to disease. Cell Junior is
considered a construct in regards to all spells and effects. Cell Juniors are diminutive bio-androids resembling their
creator, Cell, in his perfect form. They share his black wings,
Innate Spellcasting. Cell Junior’s spellcasting ability is Charisma purple lines on the cheeks, yellow ears, pink eyes, and purple
(spell save DC 14, +6 to hit with spell attacks). Cell Junior can joints. One such notable difference in design is their blue
innately cast the following spells, requiring no material exoskeleton and absence of a stinger, rendering them
components: incapable of absorbing biomatter or birthing offspring.

At will: dodon ray, solar flare, spirit blast Although the Cell Juniors do not possess the same form of
1/day each: destructo disc, scatter shot regeneration as their creator, they still have the capability to
rejuvenate themselves over an extended period of time. A
Actions destroyed Cell Junior gains a new body in 1d10 years,
regaining all its hit points and becoming active again. If the
Multiattack. Cell Junior makes two claw attacks. Cell Junior is disintegrated by a spell or other effect, there is
only a 33 percent chance that they will regenerate.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: (2d8+3) slashing damage. Instead of dealing damage, the
Cell Junior can grapple the target (escape DC 14).

Taunt (Recharge 6). Cell Junior can use a bonus action on his turn
to target one creature within 30 feet of it. If the target can hear or
see the Cell Junior, the target must succeed on a DC 14 Charisma
saving throw or suffer disadvantage on ability checks, attack rolls,
and saving throws until the start of the Cell Junior's next turn.

81

Emperor Frieza saving throw, taking 21 (6d6) fire damage on a failed save,
or half as much damage on a successful one.
Frieza is the emperor of the known universe, who controlled
his own imperial army and was feared for his ruthlessness Regional Effects. The region in which Cell constructs his
and unquestionable power. He is the second son of King Cold, Cell Games arena is warped by him, which creates one or
the younger brother of Cooler, and the father of Kuriza. At his more of the following effects:
core, Frieza is an evil being who relishes in pain, death,
destruction, fear, and power. Though unlike most villains, • The area within 6 miles of the lair becomes a desolate
Frieza displays a civilized and refined demeanor, talking with wasteland plagued by tremors and violent storms, making
a regal and eloquent nature. He commonly utilizes dark navigation in the area exceedingly difficult.
humor, making twisted jokes and tasteless mockery of his foes
before killing them. Frieza is fully aware of his reputation for • Lightning storms are frequent within 6 miles of the lair,
brutality, and makes no effort to deny it, but rather revels in it. though they are rarely accompanied by rain. When they
Frieza can be best summed up as an intelligent, composed, yet are, the rain is acidic, making the environment
extremely sadistic and completely heartless sociopath. inhospitable too many flora and fauna.

Genki Encounter • Standing water within 1 mile of the elemental's lair
quickly boils and evaporates. Flowing water tastes of
Frieza is a powerful encounter on his own, but if the sulphur and can range in temperature from a warm bath
adventurers want a true challenge, you can use his Emperor’s at its furthest from the center, to boiling at the epicenter
Devotion trait. Using this trait marks a drastic turn in the of the lair.
encounter as Frieza unleashes his untamed and immense
power. Once Frieza has this power, he can choose one of his Art By Wangsen578
genki actions when he uses a legendary action.

Read or paraphrase the following passage when Frieza uses
his Emperor’s Devotion trait:

It’s unmistakable that the titanic battle has taken its fair toll
on Frieza. The emperor wipes the blood streaming from his

lips. Bolts of blistering lightning arc across his wounded
form. As though anxious in response to this overwhelming

power, the dark clouds above begin to twist and shift.
Frieza’s lip begins to curl in what you can only guess is a
sadistic smile. His power now pushed to its absolute limit.

Fighting Frieza as a genki encounter is equivalent to
fighting two CR 20 creatures in a single encounter. Award
the party with 50,000 XP for defeating Frieza after he
uses Emperor’s Devotion.

Lair Actions

The scorched hellscape of a once lively planet functions as a
twisted lair for the regal emperor. Obsidian cliff faces crumble
into the molten abyssal ocean beneath them. After battling
long enough in any location, his power is sure enough to tear
landforms asunder, creating secondary lairs that recover long
after he abandons them.

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

• Frieza casts the destructo disk spell twice at its lowest
level, targeting two different creatures with the spell.

• Frieza begins listing off horrible deeds he has committed,
intimidating most mortal creatures. Any creature who can
see and hear him must succeed on a DC 19 Wisdom save
or suffer disadvantage on attack rolls made against Frieza
until he uses his next lair action.

• Striking the ground, Frieza creates tremors that rip
through the landscape. Magma erupts from a point on the
ground, creating a 20-foot-high, 5-foot-radius geyser. Each
creature in the geyser's area must make a DC 15 Dexterity

82

Emperor Frieza Frightful Presence. Each creature of Frieza’s choice that is within
120 feet of Frieza and aware of him must succeed on a DC 20
Medium humanoid (frieza clansman), neutral evil Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its
Armor Class 20 (biological armor) turns, with disadvantage if Frieza is within line of sight, ending
Hit Points 290 (20d12+160) the effect on itself on a success. If a creature’s saving throw is
Speed 35 ft., fly 60 ft. He can hover. successful or the effect ends for it, the creature is immune to
Frieza’s Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA
25 (+7) 25 (+7) 27 (+8) 15 (+2) 12 (+1) 23 (+6) Death Beam (Recharge 5-6). Frieza fires a concentrated laser,
choosing from one of the following death beam options:
Saving Throws Str +13, Int +8, Wis +7, Cha +12 Death Beam Barrage. Frieza unleashes a volley of beams fire in a
Skills Deception +12, Intimidation +12, Performance +12
Damage Resistances cold; bludgeoning, piercing, and slashing 60-foot cone. Each creature in that area must make a DC 21
Dexterity saving throw, taking 28 (8d6) piercing damage plus
damage from nonmagical attacks 28 (8d6) force damage on a failed save, or half as much
Condition Immunities charmed, exhaustion, poisoned damage on a successful one.
Senses passive Perception 11 Grand Death Beam. Frieza fires a precise beam in a 120-foot line
Languages Common, Tsundoran that is 5 ft. wide. Each creature in that line must make a DC 21
Challenge 20 (25,000 XP, or 50,000 XP) Dexterity saving throw, taking 36 (8d8) piercing damage plus
36 (8d8) force damage on a failed save, or half as much
Reckless. At the start of his turn, Frieza can gain advantage on all damage on a successful one.
melee weapon attack rolls during that turn, but attack rolls
against him have advantage until the start of his next turn. If Frieza has temporary hit points from his Emperor's
Devotion trait, the line can be broken into two lines instead. The
Innate Spellcasting. Frieza’s spellcasting ability is Charisma second line must begin where the first one ended. The
(spell save DC 20, +12 to hit with spell attacks). He can innately combined length of both lines cannot exceed 120 feet.
cast the following spells, requiring no material components:
Legendary Actions
At will: call lightning, catapult, destructo disc, fireball, hold person,
melf’s minute meteors, scorching ray, wall of fire Frieza can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
3/day each: telekinesis and only at the end of another creature’s turn. Frieza regains
1/day each: chain lightning, globe of invulnerability spent legendary actions at the start of his turn.

Legendary Resistance (3/Day). If Frieza fails a saving throw, he Attack. Frieza makes one attack. If his Emperor's Devotion has
can choose to succeed instead. triggered, he can instead make two attacks.

Magic Resistance. Frieza has advantage on saving throws against Emperor’s Sign. Frieza takes on an emperor’s stance, bolstering
spells and other magical effects. all non-hostile creatures within 120 feet of him until the end of
his next turn. Bolstered creatures can’t be charmed or
Emperor's Devotion (Genki; 1/Long Rest). If Frieza is reduced to frightened, and they gain advantage on ability checks and
0 hit points, he doesn't die or fall unconscious. Instead, he pushes saving throws until the end of Frieza’s next turn.
his power to the absolute limit. Frieza immediately gains 290
temporary hit points, and any spells or conditions affecting him Nova Strike (Costs 2 Actions). Frieza moves up to his speed,
end immediately. In addition, creatures that have successfully during this movement he may move through other creatures.
resisted his Frightful Presence can be affected once more. Any creature Frieza moves through must succeed on a DC 21
Dexterity saving throw or be knocked prone.
Actions
Genki Actions
Multiattack. Frieza can use his Frightful Presence. He then makes
three attacks: two with his ruthless blow and one with his tail. If Frieza is a genki encounter, he can choose from the options
below as additional legendary actions while he possesses
Ruthless Blow. Melee Weapon Attack: +13 to hit, reach 5 ft., one temporary hit points from his Emperor's Devotion trait.
target. Hit: 17 (2d10+7) bludgeoning damage.
Recharge Beam. Frieza attempts to recharge his death beam.
Tail Whip. Melee Weapon Attack: +13 to hit, reach 10 ft., one Legendary Resilience (Costs 2 Actions). Frieza regains an
target. Hit: 15 (2d8+7) bludgeoning damage. Instead of dealing
damage, Frieza can grapple the target (escape DC 21). expended use of his Legendary Resistance trait.
Lair Attack (Costs 3 Actions). Frieza immediately uses one of his

lair actions. He cannot choose the same action he chose last.

83

Ginyu Force Origins. The Ginyu Force is entirely comprised of
intergalactic mutants from across the universe. Rarely do
Ginyu’s special squadron is an elite group of ruthless they ever accept outsiders onto their team. Do to this, the
mercenaries employed by Frieza to conquer planets as a part Ginyu Force and all of its members are of Alien origin.
of his army. Each and every member of the ginyu force was
considered a special troop of a high-level executive class Tactics. Living a close lifestyle makes the Ginyu Force more
within the Frieza Army, with Ginyu himself acting as captain appear more childish than they truly are. Rather than attack
of the force and also temporarily Frieza's right-hand man all at once, consider having the members play a simple
while serving on Planet Namek. game, draw lots, or roll dice to determine who will fight.

Despite being evil, ruthless and cold-hearted similarly to Minions. The Ginyu Force rarely employ minions to aid on
their master, the Ginyu Force follows an independent their missions. Any soldier would jump at the chance to do
mentality forged from within the group and have a code of battle alongside the mighty Ginyu Force, should they ask.
honor and fairness of their own. These are features that set
them apart from the rest of the Frieza Army, and they are the Redemption. Although they are employed by Frieza, the
only ones not threatened or disrespected by Frieza. Ginyu Force show no true loyalty to any one empire. Should
the right coin come their way, they are likely to accept any
Burter mission. That said, the captain has a certain soft spot for the
emperor of the Frieza Force.
The fastest member of the mercenary platoon and rightly
nicknamed the blue hurricane. Burter’s speed is questionable Buter
at times but there is little doubt that he is incredibly fast in his
own right, far exceeding even the top speeds of his captain. Medium humanoid (extraterrestrial), chaotic neutral

Captain Ginyu Armor Class 19 (natural armor)
Hit Points 162 (16d8+64)
Referred to as Captain Ginyu by his subordinates, Ginyu is the Speed 40 ft., fly 80 ft. He can hover.
strict but loyal captain of the elite mercenary platoon. Ginyu is
an honorable, yet merciless fighter who constantly strikes STR DEX CON INT WIS CHA
bizarre poses. Unlike his comrades in arms, Ginyu is a very
calculating and methodical man, preferring a pragmatic 14 (+2) 24 (+7) 18 (+4) 14 (+2) 18 (+4) 16 (+3)
approach in battle. He is noted by his subordinates to always
research the mission at hand before acting. Saving Throws Dex +12, Con +9, Int +7, Cha +8
Skills Acrobatics +12, Investigation +7, Perception +9
Guldo Senses passive Perception 19
Languages Common
The smallest and least physically powerful member of the Challenge 14 (11,500 XP)
Ginyu Force, Guldo possesses an array of psionic abilities,
including being able to stop time for as long as he can hold his Blue Hurricane. Attack rolls against Burter have disadvantage
breath. In battle, Guldo is cowardly, and desperate, resorting unless Burter is incapacitated or restrained. On his first turn
to unique tactics and psionic trickery to defeat his enemies. during combat, he has advantage on attack rolls against
creatures that have not yet acted.
Jeice
Evasion. If Burter is subjected to an effect that allows him to
The second in command of the Ginyu Force, Jeice is an make a Dexterity saving throw to take only half damage, he
extremely flamboyant and showy white-haired mutant from instead takes no damage if he succeeds on the saving throw, and
the brench species. He seems to be somewhat of a narcissist. only half damage if he fails.

Recoome Actions

By far the most flamboyant member of the elite mercenary Multiattack. Burter makes three mach strike attacks.
platoon, Recoome generally behaves in a deceptively goofy
manner. Although he appears quite brutish and simple, Mach Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Recoome is fairly intelligent, not to mention sadistic, taking target. Hit: (2d6+7) bludgeoning damage plus (3d6) thunder
great joy in the suffering of his foes. Unlike the other members damage.
of the Ginyu Force, Recoome's personality lingers more
towards that of a dim-witted bully. Space Mach Attack (Recharge 5-6). Burter chooses a single
point he could reach by flying. He rapidly rushes to that point and
makes two mach strike attacks against them. This movement
does not provoke opportunity attacks.

84

Captain Ginyu Masterful Fighting Pose. Captain Ginyu performs a signature
fighting pose. Roll a d4 or choose from the fighting poses listed
Medium humanoid (extraterrestrial), lawful evil below. Captain Ginyu gains one of the effects until the end of his
next turn, or until he performs another fighting pose.
Armor Class 17 (half plate)
Hit Points 172 (18d12+36) 1. Fighting Pose: Body. Attacks against Captain Ginyu or the
Speed 30 ft., fly 30 ft. He can hover. Ginyu Force are made at disadvantage.

STR DEX CON INT WIS CHA 2. Fighting Pose: Heart. Captain Ginyu regains hit points
18 (+4) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 24 (+7) equal to 10 times the number of Ginyu Force members
currently present.
Saving Throws Str +9, Dex +8, Wis +7, Cha +11
Skills Perception +7, Performance +11, Persuasion +11 3. Fighting Pose: Technique. Captain Ginyu gains a +10 bonus
Damage Resistances bludgeoning, piercing, and slashing to the next attack roll he makes until the end of his next turn.

damage from nonmagical attacks 4. Fighting Pose: Ginyu Force. Up to three present members of
Senses passive Perception 17 the Ginyu Force that can see Captain Ginyu can use their
Languages Common reactions to each make one weapon attack.
Challenge 15 (13,000 XP)
Body Change (3/Day). Captain Ginyu targets one creature he can
Magic Resistance. Captain Ginyu has advantage on saving see within 60 feet of him. If the target can see Captain Ginyu, it
throws against spells and other magical effects. must succeed on a DC 19 Wisdom saving throw or have its soul
swapped with Captain Ginyu’s. Captain Ginyu and the target
Innate Spellcasting. Captain Ginyu’s spell casting ability is creature each retain their Intelligence, Wisdom, and Charisma
Charisma (spell save DC 19, +11 to hit with spell attacks). scores, languages (he does not retain the ability to speak if the
Captain Ginyu can innately cast the following spells, requiring no new body lacks that capability), and proficiencies.
material components:
At will: enthrall, motivational speech Legendary Actions
1/day each: telekinesis
Captain Ginyu can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. Captain Ginyu
Multiattack. Captain Ginyu uses one of his masterful fighting regains spent legendary actions at the start of his turn.
poses. He then makes two attacks with his ginyu strike.
Move. Captain Ginyu moves up to half his speed.
Ginyu Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one Attack. Captain Ginyu makes one attack with his ginyu strike.
target. Hit: (3d6+4) bludgeoning damage. Special Fighting Pose (Costs 2 Actions). Captain Ginyu performs

Holstein Shock (Recharge 5-6). Captain Ginyu strikes himself a special fighting pose. Each creature within 60 feet of Captain
with his fist. Captain Ginyu takes (6d6) necrotic damage (this Ginyu that can see Captain Ginyu must succeed on a DC 19
damage can't be reduced in any way). Constitution saving throw or be stunned until the end of
Captain Ginyu's next turn.

85

Guldo

Small humanoid (extraterrestrial), chaotic neutral

Armor Class 15 (breast plate)
Hit Points 84 (13d6+39)
Speed 30 ft., fly 30 ft. He can hover.

STR DEX CON INT WIS CHA Jeice
8 (-1)
12 (+1) 16 (+3) 20 (+5) 16 (+3) 14 (+2) Medium humanoid (extraterrestrial), chaotic neutral

Saving Throws Dex +6, Con +8, Cha +7 Armor Class 16 (breast plate)
Skills Deception +7, Perception +8, Performance +7, Stealth +6 Hit Points 150 (17d8+32)
Senses darkvision 60 ft., passive Perception 18 Speed 35 ft., fly 30 ft. He can hover.
Languages Common
Challenge 13 (10,000 XP) STR DEX CON INT WIS CHA

14 (+2) 20 (+5) 15 (+2) 19 (+4) 18 (+4) 18 (+4)

Psycho Special. While holding his breath, Guldo briefly stops the Saving Throws Dex +10, Int +9, Wis +9, Cha +9
flow of time for everyone but himself. Guldo can take an extra Skills Acrobatics +10, Athletics +7, Investigation +9,
action or move action during his turn each round. Performance +9
Senses passive Perception 19
Innate Spellcasting (Psionics). Guldo’s spell casting ability is Languages Common
Intelligence (spell save DC 17, +9 to hit with spell attacks). Guldo Challenge 14 (11,500 XP)
can innately cast the following spells, requiring no material
components: Offworlder’s Endurance. Jeice ignores any of the drawbacks
caused by a deep or high gravity environment.
At will: mage hand (the hand is invisible)
3/day each: blink, catapult, hold person Naturally Agile. Jeice can take the Disengage or Hide action as a
1/day each: hold monster, telekinesis bonus action on each of his turns.

Stench. Any creature that starts its turn within 5 ft. of Guldo Actions
must succeed on a DC 15 Constitution saving throw or be
poisoned until the start of its next turn. On a successful saving Multiattack. Jeice makes three attacks; two with his sauzer blade,
throw, the creature is immune to Guldo's Stench for 24 hours. and one with his crusher ball.

Actions Sauzer Blade. Melee Spell Attack: +10 to hit, reach 5 ft., one
target. Hit: (2d6+5) psychic damage.
Multiattack. Guldo makes two attacks with his psycho javelin
and, if he can, uses his paralyzing glare. Crusher Ball. Ranged Spell Attack: +9 to hit, range 60 ft., one
target you can see. Hit: (2d8) force damage. If the attack misses,
Psycho Javelin. Ranged Spell Attack: +9 to hit, range 120 ft., one Jeice can choose to redirect the crusher ball to another target
target you can see. Hit: (1d6+4) piercing damage plus (1d8) within 30 feet of the first.
psychic damage.
Crusher Volcano (Recharge 5-6). Jeice unleashes a barrage of
Paralyzing Glare (Recharge 5-6). Guldo fixes his gaze on one crusher balls all at once. Three creatures Jeice can see within 60
creature he can see within 30 feet of him. The target must feet of him must make a DC 17 Dexterity saving throw, taking
succeed on a DC 17 Constitution saving throw or be paralyzed for (10d6) force damage on a failed save, or half as much damage on
1 minute. The target can repeat the saving throw at the end of a successful one. Jeice has advantage on the next crusher ball
each of its turns, ending the effect on itself on a success. attack made against any creatures who failed this save.

Reactions Reactions

Psycho Escape. When a creature Guldo can see targets him with Parry. Jeice adds 3 to its AC against one melee attack that would
an attack, Guldo chooses another creature within 5 feet of him. hit it. To do so, Jeice must see the attacker.
The two creatures swap places, and the chosen creature
becomes the target instead.

86

Recoome Art By Van-Brand-Artworks

Large humanoid (extraterrestrial), chaotic neutral
Armor Class 18 (plate)
Hit Points 174 (16d10+80)
Speed 30 ft., fly 30 ft. He can hover.

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

Saving Throws Str +10, Dex +6, Wis +6, Cha +9
Skills Athletics +10, Intimidation +9, Performance +9
Damage Resistances bludgeoning, piercing, and slashing

damage from nonmagical attacks
Senses passive Perception 11
Languages Common
Challenge 14 (11,500 XP)

Renegade Crusher. If Recoome moves at least 30 feet straight
toward up to 3 creatures right before hitting one of them with any
melee attack, all creatures must succeed on a DC 18 Strength
saving throw or be knocked prone, pushed back 20 feet, and take
(2d8) bludgeoning damage.
False Courage. Recoome has a +1 bonus to attacks and saving
throws while he can see other members of the Ginyu Force.

Actions

Multiattack. Recoome makes three attacks; two with his
recoome boom, and one with his breath beam.
Recoome Boom. Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: (2d8+5) bludgeoning damage.
Breath Beam. Ranged Spell Attack: +9 to hit, range 30 ft.,
one target you can see. Hit: (2d10+4) force damage.
Recoome Fighting Bomber (Recharge 6). Forming energy
around his body, Recoome releases a massive blast, inflicting
a large amount of damage and destroying everything within
30 feet of him. Each creature in that range must make a DC
18 Dexterity saving throw, taking (12d6) force damage on a
failed save, or half as much damage on a successful one.

87

King Piccolo character. Only once the players have defeated these dark
vassals should King Piccolo himself take action.
The great demon King Piccolo is a namekian who once Minions. These dark vassals need not be mindless minions.
precipitated the Earth into utter mayhem and pandemonium, Although twisted by the dark nature of King Piccolo, these
spawning an army of animal-like Demon sons and converting vassals are still namekians.
a peaceful planet into a living hell for its inhabitants. Later, it Redemption. Being the dark force split from the soul of Kami,
is revealed that he was the evil counterpart of Kami as King King Piccolo himself has little chance of redemption. Even
Piccolo and Kami were originally a single entity who had long still, namekians of the demon clan can redeem themselves,
forgotten his true name, and witnessed the evil deeds of changing their clan to another. King Piccolo may be
humans while growing up. incapable of this change, but his dark vassals still have some
form of hope. Even the most unsuspecting of vassal has the
When the nameless learned of the Guardian of the Earth chance for redemption.
and that its role could be passed down, he sought the title and
position, but the current Guardian rejected him, as he knew
that the namekian's heart was not completely pure and like
most people he had some level of malice, jealousy, vanity and
impurity in his heart. Knowing that he would only be
accepted for the role if his heart was pure, the namekian split
himself into two beings: his good half, Kami, and his evil half
that would later become the great demon king.

Origins. Although he is a namekian, King Piccolo was birthed
through a state of fission on Earth. King Piccolo would be
considered Alien, if not for his earthly upbringing. Due to
this, King Piccolo is an Earthling.

Tactics. Although a formidable force, consider employing a
number of namekian thralls to do his bidding. Give these
dark vassals names and personalities to define their

King Piccolo 4th level (3 slots): hellzone grenade, sickening radiance
5th level (1 slot): telekinesis
Large humanoid (namekian), neutral evil
Regeneration. King Piccolo regains 10 hit points at the start of
Armor Class 16 (natural armor) his turn. If he takes radiant damage, this trait doesn't function at
Hit Points 122 (13d10+52) the start of King Piccolo's next turn. King Piccolo dies only if it
Speed 30 ft., fly 30 ft. (hover) starts its turn with 0 hit points and doesn't regenerate.

STR DEX CON INT WIS CHA Actions
24 (+7) 14 (+2) 18 (+4) 16 (+3) 14 (+2) 26 (+8)
Multiattack. King Piccolo makes two attacks, either with his
Saving Throws Str +10, Dex +5, Int +6, Cha +11 demon fist or his breath beam.
Skills Athletics +10, Deception +11, History +6, Perception +5
Damage Resistances Necrotic Demon Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Condition Immunities charmed, exhaustion, frightened, target. Hit: (1d8+3) bludgeoning damage.

paralyzed, petrified, poisoned, stunned Breath Beam. Ranged Spell Attack: +4 to hit, range 30 ft., one
Senses darkvision 120 ft., passive Perception 15 target you can see. Hit: (2d6+4) force damage.
Languages Common, Namekian, telepathy 120 ft.
Challenge 7 (2,900 XP) Birth Dark Vassal (1/Day). King Piccolo spits out an egg from his
mouth within 60 feet, perverted by dark magic. The egg hatches
Eternal Youth. King Piccolo suffers none of the frailty of old age, into a namekian narak clansmen within 1d4 rounds, and acts as
is immune to disease, and cannot be aged by magical means. an ally of King Piccolo, obeying his spoken commands.

Spellcasting. King Piccolo is a 9th-level spellcaster. His Legendary Actions
Spellcasting Ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). King Piccolo has the following Sorcerer spells King Piccolo can take 3 legendary actions, choosing from the
prepared: options below. Only one legendary action option can be used at a
Cantrips (at will): fire bolt, mage hand, shocking grasp time and only at the end of another creature’s turn. King Piccolo
1st level (4 slots): fabricate clothing, thunderwave, witch bolt regains spent legendary actions at the start of his turn.
2nd level (3 slots): blur, detect thoughts
3rd level (3 slots): fear, scatter shot Demon Fist. King Piccolo attacks once with his demon fist.
Teleport. King Piccolo teleports to an unoccupied space he

can see within 30 feet of him.

88

Majin Buu • Grasping pink tendrils erupt in a 20-foot radius centered Art By Wangsen578
on a point on the ground that Buu can see within 120 feet
Irrational and spontaneous, Majin Buu is a relentlessly evil of him. That area becomes difficult terrain, and each
majin born early within the creation of the universe. Buu does creature there must succeed on a DC 20 Strength saving
not feel doubt in any of his actions and will kill innocent throw or be restrained by the tendrils. A creature can be
people for his own benefits without hesitation. He possesses a freed if it or another creature takes an action to make a DC
dangerous hunger, destroying planets and absorbing the 20 Strength check and succeed. The tendrils vanish when
victims of each doomed world. His personality also changes Buu uses this lair action again or when Buu dies.
slightly when he absorbs someone, though he retains most of
the traits. Though thought to be unstoppable on his own, a Regional Effects. The region in which Cell constructs his
dark power lingers within Buu, waiting to be unleashed. A Cell Games arena is warped by him, which creates one or
form that, once free of restraint, hasn’t any traces of sanity left. more of the following effects:

Genki Encounter • All forms of life, humanoid or otherwise, are disturbingly
quiet or completely absent.
Majin Buu is a powerful encounter on his own, but if the
adventurers want a true challenge, you can use his Symbol of • Towns and other settlements are found devoid of all life,
Death trait. Using this trait marks a drastic turn in the with the noticeable exception of small chocolate figurines
encounter as Buu assumes his purified form. Once Buu has which eerily resemble commoners. Some possess large
this power, he can choose one of his genki actions when he and unhinged bite marks.
uses a legendary action.
• Patches of pink bubble gum-like material can scarcely be
Read or paraphrase the following passage when Buu uses found adhered to various surfaces. Buu is aware of these
his Symbol of Death trait: discarded blobs, which function similarly to the
arcane eye spell.
Buu appears distressed. His amorphous form rapidly shifting
in an unsightly horror, thrashing and screaming in a manner

akin to a child throwing a tantrum. The gruesome wails
come to an end, and standing before you is a majin you are

unfamiliar with.

Fighting Majin Buu as a genki encounter is equivalent to
fighting two CR 30 creatures in a single encounter.
Award the party 310,000 XP for defeating Majin
Buu after he uses his Symbol of Death.

Lair Actions

Buu’s body is amorphous in nature. As he
hunts down and destroys worlds, he leaves
behind small pieces of himself which soak into
the soil, remaining unnoticed and creating a
lair to fight within.

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

• Buu casts the synaptic static spell, targeting
any creature within his lair.

• Buu manifests a portal anywhere within
his lair. Buu can take actions against any
creature as though he were standing in that
space as well as his own.

89

Majin Buu Actions

Medium humanoid (majin), chaotic evil Multiattack. Buu makes a total of five attacks: two with his
crazed backhand, two with his death bomber, and one additional
Armor Class 24 (natural armor) attack with his bite.
Hit Points 722 (35d20+350)
Speed 25 ft., fly 30 ft. He can hover. Crazed Backhand. Melee Weapon Attack: +19 to hit, reach 10 ft.,
one target. Hit: (4d6+11) bludgeoning damage. Instead of
STR DEX CON INT WIS CHA dealing damage, Buu can grapple the target (escape DC 20).
30 (+10) 19(+4) 30 (+10) 7 (-2) 3 (-4) 24 (+7) Until this grapple ends, the creature is restrained.

Saving Throws Dex +14, Int +7, Wis +5, Cha +16 Death Bomber. Ranged Spell Attack: +19 to hit, range 120 ft.,
Damage Immunities bludgeoning, piercing, and slashing one target you can see. Hit: (4d10) force damage.

damage from nonmagical attacks Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit:
Condition Immunities charmed, frightened, paralyzed, poisoned (4d8+11) piercing damage. If the target is a creature of Large size
Senses passive Perception 6 or smaller and this damage reduces it to 0 hit points or it is
Languages Common incapasitated, Buu swallows it. The swallowed target, along with
Challenge 30 (155,000 XP, or 330,000 XP) everything it is wearing or carrying, appears in an unoccupied
space on the floor of Buu’s Demiplanar Donjon.
Legendary Resistance (3/Day). If Buu fails a saving throw, he can
choose to succeed instead. Dimensions-Shattering Roar (Recharge 6). Buu releases a high
pitched scream. Each creature within 30 feet of Majin Buu must
Magic Resistance. Buu has advantage on saving throws against make a DC 24 Constitution saving throw against this magic,
spells and other magical effects. taking (28d6) psychic damage on a failed save, or half as much
damage on a successful one. Any illusions or magically
Demiplanar Donjon. Any creature or object that Buu swallows is manifested demiplanes that would hinder Buu are
transported to a demiplane that can be entered by no other immediately dispelled
means except a wish spell. A creature can leave the demiplane
only by using magic that enables planar travel, such as the plane Legendary Actions
shift spell. The demiplane resembles the innards of a body
roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a Buu can take 3 legendary actions, choosing from the options
stomach, it contains the remains of Buu’s past meals. Buu can't below. Only one legendary action option can be used at a time
be harmed from within the demiplane. If Buu dies, the demiplane and only at the end of another creature’s turn. Buu regains spent
disappears, and everything inside it appears around the corpse. legendary actions at the start of his turn.
The demiplane is otherwise indestructible. At the start of his turn,
Buu can choose to manifest a physical avatar of himself within Attack. Buu makes one crazed backhand attack. If his Symbol of
this demiplane or to awaken himself in the material realm. All Death has triggered, he can instead make two attacks.
stats are shared between Buu and this avatar. While Buu’s
attention is focused within his demiplane, his physical body is Frightening Gaze (Costs 2 Actions). Buu fixes his gaze on one
unconscious and appears to be fast asleep. creature he can see within 10 feet of him. The target must
succeed on a DC 24 Wisdom saving throw against this magic
Symbol of Death (Genki; 1/Long Rest). If Buu is reduced to 0 hit or become frightened for 1 minute. The frightened target can
points, he doesn't die or fall unconscious. Instead, he forcefully repeat the saving throw at the end of each of its turns, ending
ejects all creatures within his Demiplanar Donjon and assumes the effect on itself on a success. If a target's saving throw is
his purified form. Buu regains 722 hit points, any spells or successful or the effect ends for it, the target is immune to
conditions currently affecting him end, and he immediately takes Buu's gaze for the next 24 hours.
the Dimension-Shattering Roar action.
Cast a Spell (Costs 2 Actions). Buu casts a spell that is known to
Amorphous Body. Buu can move through a space large enough one creature presently within his Demiplanar Donjon, using the
for a creature one size smaller than it without squeezing. slot level, spell save DC, attack bonus, and spellcasting ability
of the creature.
Transcendent Majin. Buu regains 20 hit points at the start of his
turn. Buu is destroyed only if he is disintegrated and doesn't Genki Actions
activate his mythic trait. When Buu is destroyed, he is unable to
take physical form for an undisclosed time. If Buu’s mythic trait is active, he can use the options below as
legendary actions for 1 hour after using Symbol of Death.
Rampage. When Buu reduces a creature to 0 hit points with a
melee attack on his turn, he can take a bonus action to move up Legendary Resilience (Costs 2 Actions). Buu regains an
to half his speed and make a single attack. expended use of his Legendary Resistance trait.

Tendril Slap. Buu chooses one creature within 15 ft., who is
slapped by a tendril. The creature must succeed on a DC 20
Strength saving throw or be pushed 30 feet directly away
from Buu.

Dimension-Shattering Wail (Costs 2 Actions). Buu uses his
dimension-shattering roar action. If the action is unavailable, it
recharges instead.

90

Art By Toyotaro Raditz

A mid-class saiyan warrior and the elder brother of kakarot,
Raditz was one of the few remaining full-blooded Saiyans left
alive after his home world was destroyed by the ruthless
emperor. He sought out Son Goku in an attempt to recruit his
power into the Frieza Force. Unlike his brother, his mother,
and his father, Raditz is harsh, brutal, and often arrogant. Not
unlike most saiyan warriors. Despite this, Raditz fears death
greatly, leading to a careful and cunning opponent.

Origins. Being a great saiyan warrior, Raditz hails from the
destroyed Planet Vegeta. Having little to no knowledge of
Earth before his revival, Raditz is Alien in origin.

Tactics. Careful and crafty, Raditz is not one to challenge his
opponents in a direct battle. Instead, play dirty.

Minions. Although he arrived on Earth alone, ponder giving
Raditz a saibamen or two who will aid him in battle. In this
case, allow the saibamen to do battle for him.

Redemption. Not unlike the saiyan prince, Raditz is fully
capable of turning over a new leaf. If resurrected by some
form or another, allow Raditz to temporarily enact a form of
revenge. If he fails, which is very possible, allow Raditz to
strive for more power so that he may one day prove his
might to those who defeated him.

Raditz Innate Spellcasting. Raditz’s spell casting ability is Intelligence
(+7 to hit with spell attacks). Raditz can innately cast the
Medium humanoid (saiyan), lawful evil following spells, requiring no material components:

Armor Class 17 (half plate armor) At will: eldritch blast (see “Actions” below)
Hit Points 148 (16d8+80) 2/day each: afterimage, blink, guiding bolt
Speed 30 ft., fly 30 ft. (hover)
Actions
STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 20 (+5) 16 (+3) 16 (+3) 10 (+0) Multiattack. Raditz makes three attacks: two with his unarmed
strikes and one with his eldritch blast.
Saving Throws Dex +11, Int +7, Wis +7, Cha +4
Skills Athletics +11, Deception +4, Perception +7, Survival +7 Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Senses passive Perception 17 one target. Hit: (2d8+7) bludgeoning damage.
Languages Common, Sadalan
Challenge 9 (5,000 XP) Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range
120 ft., two targets you can see. Hit: (1d10) force damage.
Special Equipment. In addition to his armor, Raditz wears a
scouter and he carries a vial of saiba seeds with him which he Heavy Finisher. As a bonus action, Raditz can make an unarmed
keeps stored within his space pod. strike. If the attack hits, the target must succeed on a DC 18
Strength saving throw or be knocked prone.
Clever Tail. Once on each of his turns, Raditz can draw or stow an
object weighing up to 5 pounds with his tail without using his Legendary Actions
action. He cannot hold a weapon or shield using
his tail. Raditz can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
Warriors Resolve. Raditz has advantage on saving throws and only at the end of another creature’s turn. Raditz regains
against being frightened. spent legendary actions at the start of his turn.

Nimble Escape. Raditz can take the Disengage or Hide action as Detect. Raditz makes a Wisdom (Perception) check.
a bonus action on each of his turns. Lunge. Raditz moves up to his speed.
Unarmed Strike. Raditz attacks once with his unarmed strike.

91

Vehicles Military Armored Tank Art By Akira Toriyama

The following section contains a list of vehicle statistics Huge vehicle (120,000 lb.)
which are presented in alphabetical order.
Creature Capacity 4 Medium Creatures
Capsule Motorcycle Armor Class 23 (Motionless: 20)
Hit Points 100 (Damage Threshold: 30)
Large vehicle (500 lb.) Speed 40 ft.

Creature Capacity 1 Medium Creature [Travel Pace: 4 miles per hour (96 miles per day)]
Armor Class 15 (Motionless: 12)
Hit Points 30 (Damage Threshold: 5) Ballistas (2). Ranged Weapon Attack: +8 to hit, range
Speed 120 ft. 200/800 ft., one target. Hit: 27 (5d10) piercing damage.

[Travel Pace: 12 miles per hour (288 miles per day)] Cannon. Ranged Weapon Attack: +8 to hit, range 600/2,400
ft., one target. Hit: 44 (8d10) bludgeoning damage.
Gasoline Engine Car
Nonmilitary Submarine
Huge vehicle (3,000 lb.)
Gargantuan vehicle (45,000 lb.)
Creature Capacity 4 Medium Creatures
Armor Class 15 (Motionless: 12) Creature Capacity 8 Medium Creatures
Hit Points 50 (Damage Threshold: 10) Armor Class 15 (Motionless: 12)
Speed 100 ft. Hit Points 100 (Damage Threshold: 30)
Speed 100 ft. (swim)
[Travel Pace: 10 miles per hour (240 miles per day)]
[Travel Pace: 10 miles per hour (240 miles per day)]
Variant: Military Gasoline Engine Car
Variant: Military Submarine
Ballistas. Ranged Weapon Attack: +5 to hit, range 120/480
ft., one target. Hit: 8 (2d8) piercing damage. Ballistas (2). Ranged Weapon Attack: +8 to hit, range
200/800 ft., one target. Hit: 27 (5d10) piercing damage.
Hydro Jet

Large vehicle (300 lb.)

Creature Capacity 1 Medium Creature
Armor Class 12 (Motionless: 10)
Hit Points 15 (Damage Threshold: 5)
Speed 100 ft. (hover, only across liquids)

[Travel Pace: 10 miles per hour (240 miles per day)]

Hover Car

Huge vehicle (3,000 lb.)

Creature Capacity 4 Medium Creatures
Armor Class 15 (Motionless: 12)
Hit Points 30 (Damage Threshold: 5)
Speed 120 ft. (hover)

[Travel Pace: 12 miles per hour (288 miles per day)]

Jet Momonga

Large vehicle (500 lb.)

Creature Capacity 1 Medium Creature
Armor Class 15 (Motionless: 12)
Hit Points 15 (Damage Threshold: 5)
Speed 120 ft. (hover)

[Travel Pace: 12 miles per hour (288 miles per day)]

Nonmilitary Aircraft

Gargantuan vehicle (12,000 lb.)

Creature Capacity 8 Medium Creatures
Armor Class 23 (Motionless: 20)
Hit Points 100 (Damage Threshold: 30)
Speed 150 ft. (fly)

[Travel Pace: 15 miles per hour (360 miles per day)]

Variant: Military Aircraft

Ballistas (2). Ranged Weapon Attack: +8 to hit, range
200/800 ft., one target. Hit: 27 (5d10)
piercing damage.

92






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