Out of The Past (Reprint)

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King Piccolo Raditz

Medium humanoid ( namekian), neutral evil   Medium humanoid (saiyan), lawful evil  
   
Armor Class 16 ( natural armor)   Armor Class 17 (half plate)  
Hit Points 122 (13d10+52)  Hit Points 148 (16d8+80) 
Speed 30 ft., fly 30 ft. He can hover. Speed 30 ft., fly 30 ft. He can hover.
   
   

STR   
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA   
STR 
 
DEX  
CON 
 
INT   
WIS 
 
CHA   

16 (+3)  14 (+2)  19 (+4)  13 (+1)  14 (+2)  19 (+4)  23 (+6)  16 (+3)  20 (+5)  19 (+4)  16 (+3)  11 (+0) 
   
   

Saving Throws Str +6, Dex +5, Int +4, Cha +7  Saving Throws Dex +7, Int 8, Wis +7, Cha +4 
Skills Athletics +6, Deception +7, History +4, Perception +5  Skills Athletics +10, Deception +4, Perception +7, Survival +7 
Damage Resistances Necrotic  Senses passive Perception 17 
Senses darkvision 120 ft., passive Perception 15  Languages Common, Sadalan 
Languages Common, Namekian, telepathy 120 ft.  Challenge 9 (5,000 XP)  
Challenge 7 (2,900 XP)    
  Clever Tail. Once on each of his turns, Raditz can draw or stow an  
Keen Hearing. King Piccolo has advantage on Wisdom   object weighing up to 5 pounds with his tail without using his action.  
( perception) checks that rely on hearing.  He cannot hold a weapon or shield using His tail. 
   
Eternal Youth. King Piccolo suffers none of the frailty of old age, and   Warriors Resolve. Raditz has advantage on saving throws against  
cannot be aged by magical means.  being frightened. 
   
Heart Impurity. King Piccolo possesses a heart of pure evil. He   Nimble Escape. Raditz can take the Disengage or Hide action as a  
registers as a creature of evil in regards to all spells and effects that   bonus action on each of his turns. 
would detect his alignment, regardless of his true intentions.   

  Innate Spellcasting. Raditz’s spell casting ability is Intelligence (+8 to  


Regeneration. King Piccolo regains 10 hit points at the start of his turn   hit with spell attacks). Raditz can innately cast the following spells,  
if he has at least 1 hit point.  requiring no material components: 
   

Spellcasting. King Piccolo is a 9th-level spellcaster. His Spellcasting   At will: eldritch blast (see “Actions” below) 
Ability is Charisma (spell save DC 15, +7 to hit with spell attacks).   1/day each: afterimage 
 
King Piccolo has the following Sorcerer spells prepared: 
 
Actions 
• Cantrips (at will): banshee blast, fire bolt, mage hand, shocking grasp   
• 1st level (4 slots): fabricate clothing, kiai, shield, witch bolt   Multiattack. Raditz makes three attacks: two with his unarmed strikes  
• 2nd level (3 slots): blur, detect thoughts   and one with his eldritch blast. 
• 3rd level (3 slots): fear, scatter shot   

• 4th level (3 slots): hellzone grenade, sickening radiance   Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one  
• 5th level (1 slot): telekinesis  target. Hit: (2d8+6) bludgeoning damage. 
 
 
Eldritch Blast (Cantrip). Ranged Spell Attack: +8 to hit, range 120 ft.,  
Actions  two targets you can see. Hit: (1d10) force damage. 
   
Multiattack. King Piccolo makes two attacks, either with his demon   Heavy Finisher. As a bonus action, Raditz can make an unarmed  
fist or his breath beam.  strike. If the attack hits, the target must succeed on a DC 18  
 
Strength saving throw or be knocked prone. 
Demon Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.  
 
Hit: (1d8+3) bludgeoning damage. 
   
Breath Beam. Ranged Spell Attack: +4 to hit, range 30 ft., one    
target you can see. Hit: (2d6+4) force damage.   
 
 
Birth Dark Vassal (1/Day). King Piccolo spits out an egg from his  
 
mouth within 60 feet, perverted by dark magic. The egg hatches into  
 
a namekian narak clansmen within 1d4 rounds, and acts as an allie  
 
of King Piccolo, obeying his spoken commands.  
 
 
 
 
 
   
   
   
 
 
 
   

 
Guldo Burter
Small humanoid (alien), chaotic neutral  Medium humanoid (alien), chaotic neutral 
   
Armor Class 15 (breast plate)   Armor Class 19 ( natural armor)  
Hit Points 84 (13d6+39)  Hit Points 162 (16d8+64) 
Speed 30 ft., fly 30 ft. He can hover. Speed 40 ft., fly 80 ft. He can hover.
   
   

STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA  
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA  

9 (-1)  13 (+1)  16 (+3)  20 (+4)  16 (+3)  14 (+2)  14 (+2)  22 (+6)  18 (+4)  14 (+2)  18 (+4)  16 (+3) 
   
   

Saving Throws Dex +6, Con +8, Cha +7  Saving Throws Dex +11, Con +9, Int +7, Cha +8 
Skills Deception +7, Perception +8, Performance +7, Stealth +6  Skills Acrobatics +11, Investigation +7, Perception +9 
Senses darkvision 60 ft., passive Perception 18  Senses passive Perception 19 
Languages Common  Languages Common 
Challenge 13 (10,000 XP)   Challenge 14 (11,500 XP)  
   
Psycho Special. While holding his breath, Guldo briefly stops the flow   Blurred Movement. Attack rolls against Burter have disadvantage  
of time for everyone but himself. Guldo can take an extra action or   unless Burter is incapacitated or restrained. 
move action during his turn each round.   

  Blue Hurricane. On Burter’s first turn during combat, he has   


Stench. Any creature that starts its turn within 5 ft. of Guldo must   advantage on attack rolls against creatures that have not yet acted. 
succeed on a DC 15 Constitution saving throw or be poisoned until    
Purple Comet Attack. Burter has advantage on an attack roll against a   
the start of its next turn. On a successful saving throw, the creature  
creature if Jeice is within 5 feet of the creature and the Jeice isn't  
is immune to Guldo's Stench for 24 hours. 
  incapacitated. 
Innate Spellcasting (Psionics). Guldo’s spell casting ability is    
Evasion. If Burter is subjected to an effect that allows him to make a  
Intelligence (spell save DC 17, +9 to hit with spell attacks). Guldo can  
Dexterity saving throw to take only half damage, he instead takes no  
innately cast the following spells, requiring no material components: 
  damage if he succeeds on the saving throw, and only half damage if  
At will: mage hand (the hand is invisible)  he fails. 
3/day each: blink, catapult, hold person   

1/day each: hold monster, telekinesis   Actions 


 
 
Actions  Multiattack. Burter makes three mach strike attacks. 
   

Multiattack. Raditz makes three attacks: two with his unarmed strikes   Mach Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one  
and one with his eldritch blast.  target. Hit: (2d6+6) bludgeoning damage plus (3d6) thunder  
  damage. 
Psycho Javelin. Ranged Spell Attack: +9 to hit, range 120 ft., one    

target you can see. Hit: (1d6+4) piercing damage plus (1d8)   Space Mach Attack (Recharge 5-6). Burter teleports up to 60 feet  
psychic damage.  and makes two mach strikes against a creature. 
   
Paralyzing Glare (Recharge 5-6). Guldo fixes his gaze on one creature  
 
he can see within 30 feet of him. The target must succeed on a DC  
17 Constitution saving throw or be paralyzed for 1 minute. The  
 
target can repeat the saving throw at the end of each of its turns,    
ending the effect on itself on a success.   
 
 
Reactions   
 
Psycho Escape. When a creature Guldo can see targets him with an    
attack, Guldo chooses another creature within 5 feet of him. The    
two creatures swap places, and the chosen creature becomes the    
target instead. 
 
 
   
   
   
   
   
   
   

 
Jeice Recoome
Medium humanoid (alien), chaotic neutral  Large humanoid (alien), chaotic neutral 
   
Armor Class 16 (breast plate)   Armor Class 18 ( plate)  
Hit Points 150 (17d8+32)  Hit Points 174 (16d10+80) 
Speed 35 ft., fly 30 ft. He can hover. Speed 30 ft., fly 30 ft. He can hover.
   
   

STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA   
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA 
 

14 (+2)  20 (+5)  15 (+2)  19 (+4)  18 (+4)  18 (+4)  21 (+5)  12 (+1)  20 (+5)  14 (+2)  12 (+1)  18 (+4) 
   
   

Saving Throws Dex +10, Int +9, Wis +9, Cha +9  Saving Throws Str +10, Dex +6, Wis +6, Cha +9 
Skills Acrobatics +10, Athletics +7, Investigation +9, Performance +9  Skills Athletics +10, Deception +9, Intimidation +9, Performance +9 
Senses passive Perception 19  Damage Resistances bludgeoning, piercing, and slashing damage   
Languages Common  from nonmagical attacks 
Challenge 14 (11,500 XP)   Senses passive Perception 11 
  Languages Common 
Offworlder’s Endurance. Jeice ignores any of the drawbacks caused  
Challenge 14 (11,500 XP)  
by a deep or high gravity environment.   
 
Renegade Crusher. If Recoome moves at least 30 feet straight toward  
Naturally Agile. Jeice can take the Disengage or Hide action as a  
up to 3 creatures right before hitting one of them with any melee  
bonus action on each of his turns. 
 
attack, all creatures must succeed on a DC 18 Strength saving throw  
Purple Comet Attack. Jeice has advantage on an attack roll against a    or be knocked prone, pushed back 20 feet, and take (2d8)  
creature if Burter is within 5 feet of the creature and the Burter isn't   bludgeoning damage. 
 
incapacitated. 
 
False Courage. Recoome has a +1 bonus to attacks and saving throws  
while he can see other members of the Ginyu Force. 
Actions   
 
Multiattack. Jeice makes three attacks; two with his sauzer blade, and   Actions 
 
one with his crusher ball. 
 
Multiattack. Jeice makes three attacks; two with his sauzer blade, and  
Sauzer Blade. Melee Spell Attack: +10 to hit, reach 5 ft., one   one with his crusher ball. 
 
target. Hit: (2d6+5) psychic damage. 
 
Recoome Boom. Melee Weapon Attack: +10 to hit, reach 10 ft., one  
Crusher Ball. Ranged Spell Attack: +9 to hit, range 60 ft., one target   target. Hit: (2d8+5) bludgeoning damage. 
 
you can see. Hit: (2d8) force damage. If the attack misses, Jeice can  
Breath Beam. Ranged Spell Attack: +9 to hit, range 30 ft., one  
choose to redirect the crusher ball to another target within 30 feet of  
target you can see. Hit: (2d10+4) force damage. 
the first.   
 
Recoome Fighting Bomber (Recharge 6). Forming energy around his  
Crusher Volcano (Recharge 5-6). Jeice unleashes a barrage of crusher  
body, Recoome releases a massive blast, inflicting a large amount of  
balls all at once. Three creatures Jeice can see within 60 feet of him  
damage and destroying everything within 30 feet of him. Each  
must make a DC 17 Dexterity saving throw, taking (10d6) force  
creature in that range must make a DC 18 Dexterity saving throw,  
damage on a failed save, or half as much damage on a successful  
taking (12d6) force damage on a failed save, or half as much damage  
one. Jeice has advantage on the next crusher ball attack made  
on a successful one.  
against any creatures who failed this save. 
   
Reactions   
   
Parry. Jeice adds 3 to its AC against one melee attack that would hit it.  
 
To do so, Jeice must see the attacker. 
   
   
   
   
   
   
   
   
   
   
   
 
 
Captain Ginyu Masterful Fighting Pose. Captain Ginyu performs a signature fighting  
pose. Roll a d4 or choose from the fighting poses listed below.  
Medium humanoid (alien), lawful evil  Captain Ginyu gains one of the effects until the end of his next turn,  
 
Armor Class 17 (half plate)   or until he performs another fighting pose.  
 

Hit Points 172 (18d12+36)  1. Fighting Pose: Body. Attacks against Captain Ginyu or the Ginyu  
Speed 30 ft., fly 30 ft. He can hover. 2. Force are made at disadvantage. 
   

  2. Fighting Pose: Heart. Captain Ginyu regains hit points equal to 10  
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA   
2. times the number of Ginyu Force members present. 
 

18 (+4)  16 (+3)  16 (+3)  18 (+4)  14 (+2)  22 (+6)  3. Fighting Pose: Technique. Captain Ginyu gains a +10 bonus to the  
 

  3. next attack he makes until the end of his next turn. 


Saving Throws Str +9, Dex +8, Wis +7, Cha +11 
 

4. Fighting Pose: Ginyu Force. Up to three present members of the  


Skills Acrobatics +8, Perception +7, Performance +11, Persuasion +11  4. Ginyu Force that can see Captain Ginyu can use their reactions to  
Damage Resistances bludgeoning, piercing, and slashing damage    4. each make one weapon attack.   
from nonmagical attacks   

Senses passive Perception 17  Body Change (3/Day). Captain Ginyu targets one creature he can see  
Languages Common  within 60 feet of him. If the target can see Captain Ginyu, it must  
Challenge 15 (13,000 XP)   succeed on a DC 19 Wisdom saving throw or have its soul swapped  
  with Captain Ginyu’s. Captain Ginyu and the target creature each  
Magic Resistance. Captain Ginyu has advantage on saving throws    retain their Intelligence, Wisdom, and Charisma scores, languages  
against spells and other magical effects.  (he does not retain the ability to speak if the new body lacks that  
 
Innate Spellcasting. Captain Ginyu’s spell casting ability is Charisma   capability), and proficiencies.  
 
(spell save DC 19, +11 to hit with spell attacks). Captain Ginyu can  
innately cast the following spells, requiring no material components: 
Legendary Actions 
   
At will: enthrall, motivational speech  Captain Ginyu can take 3 legendary actions, choosing from the options 
1/day each: telekinesis  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Captain Ginyu regains spent 
Actions  legendary actions at the start of his turn. 
   

Multiattack. Captain Ginyu uses one of his masterful fighting poses.   Move. Captain Ginyu moves up to half his speed. 
He then makes two attacks with his ginyu strike.  Attack. Captain Ginyu makes one attack with his ginyu strike. 
  Special Fighting Pose (Costs 2 Actions). Captain Ginyu performs a  
Ginyu Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one   special fighting pose. Each creature within 60 feet ofCaptain Ginyu  
target. Hit: (3d6+4) bludgeoning damage.  that can see Captain Ginyu must succeed on a DC 19 Constitution  
 
Holstein Shock (Recharge 5-6). Captain Ginyu strikes himself with his   saving throw or be stunned until the end of Captain Ginyu's next  
fist. Captain Ginyu takes (3d6) bludgeoning damage (this damage   Turn. 
can't be reduced in any way).   
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   

 
Frieza Death Beam (Recharge 5-6). Frieza fires a precise energy beam  
from his fingers.  
Medium humanoid (frost demon), neutral evil   

  Bullet Barrage. Frieza unleashes a volley of beams fire in a  


Armor Class 19 (biological armor)   60-foot cone. Each creature in that area must make a DC 19  
Hit Points 272 (21d10+168)  Dexterity saving throw, taking (7d6) piercing damage plus  
Speed 35 ft., fly 60 ft. He can hover. (7d6) force damage on a failed save, or half as much damage  
  on a successful one. 
 
 

STR 
 
DEX 
 
CON  
INT 
 
WIS 
 
CHA 
 
Full Power Shot. Frieza fires a deadly beam in a 90-foot line  
20 (+5)  22 (+6)  26 (+8)  14 (+2)  11 (+0)  20 (+5)  that is 5 ft. wide. Each creature in that line must make a DC  
 

  19 Dexterity saving throw, taking (7d10) piercing damage  


Saving Throws Str +11, Int +8, Wis +6, Cha +11  plus (7d10) force damage on a failed save, or half as much  
Skills Deception +11, History +8, Intimidation +11, Performance +11   damage on a successful one. 
 
Damage Resistances bludgeoning, piercing, and slashing  
Frightful Presence. Each creature of Frieza's choice that is  
damage from nonmagical attacks; cold 
within 120 feet of Frieza and aware of him must succeed on  
Senses passive Perception 10 
a DC 19 Wisdom saving throw or become frightened for 1  
Languages Common, Tsundoran, thieves’ cant  
minute. A creature can repeat the saving throw at the end of  
Challenge 19 (22,000 XP)  
  each of its turns, ending the effect on itself on a success. If a  
Legendary Resistance (3/Day). If Frieza fails a saving throw,   creature's saving throw is successful or the effect ends for it,  
he can choose to succeed instead.  the creature is immune to Frieza's Frightful Presence for the  
  next 24 hours. 
Magic Resistance. Frieza has advantage on saving throws against    

spells and other magical effects.  Legendary Actions 


 
 
Reckless. At the start of his turn, Frieza can gain advantage on   Frieza can take 3 legendary actions, choosing from the options below. 
all melee weapon attack rolls during that turn, but attack rolls   Only one legendary action option can be used at a time and only at the 
against him have advantage until the start of his next turn.  end of another creature’s turn. Frieza regains spent legendary actions 
 
Spellcasting. Frieza is a 12th-level spellcaster. His   at the start of his turn. 
 
spellcasting ability is Charisma (spell save DC 19, +11 to hit   Cantrip. Frieza casts a cantrip. 
with spell attacks). Frieza has following sorcerer spells prepared:  Tail Attack. Frieza makes one tail attack. 
 

• Cantrips (at will): banshee blast, mage hand, ray of frost  Nova Strike (Costs 2 Actions). Frieza moves up to his speed,  
• 1st level (4 slots): catapult, charm person, kiai  during this movement he may move through other creatures.  
• 2nd level (3 slots): afterimage, hold person  Any creature Frieza moves through must succeed on a DC  
• 3rd level (3 slots): fireball, melf’s minute meteors  19 Dexterity saving throw or take (2d8+5) force damage and  
• 4th level (3 slots): charm monster, destructo disc  be knocked prone.  
• 5th level (2 slots): hold monster, telekinesis   
• 6th level (1 slot): globe of invulnerability   
   
Actions   
   
Multiattack. Frieza can use his Frightful Presence. He then    
makes three attacks: two with his vicious impact and one     
with his tail.     
 
 
Vicious Impact. Melee Weapon Attack: +12 to hit, reach 5 ft.,  
 
one target. Hit: (3d8+6) bludgeoning damage. 
   
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one    
target. Hit: (3d6+6) bludgeoning damage. Instead of dealing    
damage, Frieza can grapple the target (escape DC 19).   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
   
 
 
 
   
 
 
 
Perfect Cell Actions 
 
Medium humanoid (bio-android), lawful evil   Multiattack. Cell makes two perfect strike attacks and if he can, uses  
 
Armor Class 22 (biological armor)   his perfect blaster. 
 
Hit Points 374 (28d12+140)  Perfect Strike. Melee Weapon Attack: +16 to hit, reach 5 ft.,  
Speed 30 ft., fly 60 ft. He can hover. one target. Hit: (2d10+9) bludgeoning damage plus (2d8)  
 
 
force damage. 
STR  DEX  CON  INT  WIS  CHA   
           
Perfect Blaster (Recharge 5-6). Cell fires a blast of   
28 (+9)  28 (+9)  21 (+5)  30 (+10)  14 (+2)  18 (+4) 
concentrated energy in a 90-foot line that is 5 feet wide.  
 
 

Each creature in that line must make a DC 23 Dexterity  


Saving Throws Str +16, Dex +16, Con +12, Wis +9, Cha +11 
saving throw, taking (22d6) force damage on a failed save, or  
Skills Acrobatics +16, Deception +11, Perception +9, Persuasion +11 
half as much damage on a successful one.   
Damage Immunities cold; bludgeoning, piercing, and slashing    
damage from nonmagical attacks  Birth Cell Juniors (1/Day). Through cellular mitosis, Cell births  
Condition Immunities charmed, exhaustion, frightened, poisoned  2d4 cell juniors to aid him in battle. The creatures immediately roll  
Senses Darkvision 120 ft., passive Perception 19  initiative, acting as allies of Cell and obeying his spoken commands.  
Languages Common, Namekian, Sadalan, Tsundoran   

Challenge 24 (62,000 XP)   Reactions 


   
Legendary Resistance (3/Day). If Cell fails a saving throw,   Perfect Combination. In response to a hostile creature  
he can choose to succeed instead.  entering his reach, Cell can make one perfect strike attack  
 
against the creature. If the attack hits, the creature must  
Cyborg. Cell has advantage on saving throws against exhaustion  
make a DC 24 Strength saving throw or fall prone.  
and is immune to disease.     
 
Mimicry. Cell can mimic any sounds he has heard, including   Legendary Actions 
voices. A creature that hears the sounds can tell they are  
 
Cell can take 3 legendary actions, choosing from the options below. 
imitations with a successful DC 19 Wisdom (Insight) check. 
 
Only one legendary action option can be used at a time and only at the 
Perfect Regeneration. Cell regains 20 hit points at the start of his turn   end of another creature’s turn. Cell regains spent legendary actions at 
if he has at least 1 hit point. When Cell drops to 0 hit points, roll a   the start of his turn. 
 
d6. On a 1 to 5, Cell dies and doesn't regenerate. On a 6, Cell’s  
Move. Cell moves up to half his speed. 
physical form is destroyed, but his nucleus survives. Cell gains a new  
Perfect Strike. Cell makes one perfect strike attack. 
body in 1d10 minutes, regaining all his hit points and becoming  
All Clear (Costs 2 Actions). Cell sweeps at his surroundings with an  
active again. The new body appears within 5 feet of the nucleus.  
 
arching-blade. Each creature within a 15 feet of Cell must succeed  
Innate Spellcasting. Cell’s spellcasting ability is Intelligence   on a DC 24 Dexterity saving throw or take (2d6+9) force damage  
(spell save DC 25, +17 to hit with spell attacks). Cell can innately   and be pushed up to 15 feet away from Cell.   
cast the following spells, requiring no material components:   
 
 

At will: afterimage, solar flare, spirit ball 


3/day each: destructo disk, kamehameha wave, telekinesis   
1/day each: instant transmission, spirit bomb   
 
 
   
   
 
   
   
 
   
   
 
   
   
 
   
   
 
   
   
 
 
 
 
Cell Junior  
 
Small humanoid (bio-android), chaotic evil    
 
Armor Class 16 (biological armor)    
Hit Points 78 (11d8+22)   
Speed 30 ft., fly 30 ft. It can 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)   
 
 
Cyborg. The Cell Junior has advantage on saving throws against   
 
exhaustion and is immune to disease.   
 
 
Regeneration. The Cell Junior regains 5 hit points at the start of its    
turn if it has at least 1 hit point.   
   
Innate Spellcasting. The Cell Junior’s innate spellcasting ability is    
Charisma (spell save DC 14, +6 to hit with spell attacks). The Cell    
Junior can innately cast the following spells, requiring no material    
components:   
 

At will: dodon ray, solar flare   


1/day each: destructo disk, scatter shot   
   
Actions   
   
Multiattack. The Cell Junior makes two attacks.   
 
 
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  
 
(2d4+3) slashing damage. Instead of dealing damage, the Cell Junior  
 
can grapple the target (escape DC 14). 
   
Taunt (Recharge 5-6). All enemies within 30 feet of the Cell Junior    
have disadvantage on attack rolls that do not include the Cell Junior    
as a target until the end of their next turn.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   

 
Kid Buu Frightening Gaze. Kid Buu fixes his gaze on one creature he can see  
within 10 feet of him. The target must succeed on a DC 25 Wisdom  
Medium humanoid ( majin), chaotic evil   saving throw against this magic or become frightened for 1 minute.  
 
Armor Class 24 ( natural armor)   The frightened target can repeat the saving throw at the end of each  
Hit Points 755 (36d20+360)  of its turns, ending the effect on itself on a success. If a target's  
Speed 25 ft., fly 80 ft. He can hover. saving throw is successful or the effect ends for it, the target is  
  immune to Kid Buu's gaze for the next 24 hours. 
 
 
STR  DEX  CON  INT  WIS  CHA  Dimension Scream (Recharge 5-6). Kid Buu lets out all of his energy  
           

33 (+11)  24 (+7)  30 (+10)  11 (+0)  3 (-4)  24 (+7)  in a high pitched scream, ripping apart dimensions. Each creature  
  within 30 feet of Kid Buu must make a DC 25 Constitution saving  
Saving Throws Dex +17, Int +10, Wis +6, Cha +17  throw against this magic, taking (26d6) psychic damage on a failed  
Damage Immunities bludgeoning, piercing, and slashing   save, or half as much damage on a successful one. Any spell that  
damage from nonmagical attacks  would create a demiplane is immediately dispelled.   
Condition Immunities charmed, frightened, paralyzed, poisoned   

Senses passive Perception 6  Planet Burst (1/Day). Kid Buu gathers his energy in the form of a  
Languages Understands the Language of its creator   giant, bright-pink energy sphere. Kid Buu fires this sphere in a  
but can’t Speak  90-foot line. If the sphere would strike a creature, it must make a DC  
Challenge 34 (240,000 XP)  25 Dexterity saving throw, taking (30d6) force damage on a failed  
  save, or half as much damage on a successful one. On a successful  
Legendary Resistance (3/Day). If Kid Buu fails a saving throw,   save, the sphere passes by them and continues on. If an object or  
he can choose to succeed instead.  creature that is damaged by this spell is not reduced to 0 hit points,  
 
the sphere stops in their space and erupts. Every creature within  
Amorphous Body. Kid Buu can move through a space large  
30-feet of the target must make a Dexterity saving throw, taking  
enough for a creature one size smaller than him without  
(30d6) force damage on a failed save, or half as much damage on a  
squeezing.   
 
successful one. The target that survived the initial effect  
Majin Resilience. Kid Buu has advantage on Strength,   automatically fails this additional saving throw. 
 
Dexterity, and Constitution saving throws against magic. 
  Legendary Actions 
Mystic Regeneration. Kid Buu regains 40 hit points at the start of his    
turn if he has at least 1 hit point. When Kid Buu drops to 0 hit points,   Kid Buu can take 3 legendary actions, choosing from the options 
roll a d6. On a 1 to 5, Kid Buu is destroyed and is unable to take   below. Only one legendary action option can be used at a time and 
physical form again for an undisclosed time. On a 6, Kid Buu is   only at the end of another creature’s turn. Kid Buu regains spent 
seemingly destroyed. Kid Buu gains a new body in 1d10 hours,   legendary actions at the start of his turn. 
 
regaining all his hit points and becoming active again.  
  Attack. Kid Buu makes two nightmare impact attacks. 
Unfathomable Power. Kid Buu is shielded against any divination   Teleport. Kid Buu magically teleports, along with any equipment he is  
magic that would be used to scry upon him or his location. Any   wearing or carrying, up to 120 feet to an unoccupied space he can see. 
creature who attempts to scry upon Kid Buu must succeed on a DC   Majin Kamehameha (Costs 2 Actions). Kid Buu can innately cast the  
25 Wisdom saving throw or become frightened for 1 minute. A   kamehameha wave spell. 
creature can repeat the saving throw at the end of each of its turns,   Darkness Mixer (Costs 3 Actions). Kid Buu regains the use of his  
with disadvantage if Kid Buu is within line of sight, ending the effect   dimension scream attack. 
on itself on a success.   
   
Actions   
   
Multiattack. Kid Buu can use his frightful gaze and, if he can, uses his    
dimension scream. He then makes five attacks: three with his    
nightmare impact and two with his mad kill spike.    
 
Mad Kill Spike. Ranged Spell Attack: +17 to hit, range 120 ft.,    
three targets you can see. Hit: (5d8) force damage.   
   
Nightmare Impact. Melee Weapon Attack: +21 to hit, reach 10 ft., one    
target. Hit: (4d6+11) bludgeoning damage plus (2d6) lighting    
damage. Instead of dealing damage, Kid Buu can grapple the target    
(escape DC 21).   
 
 
 
   
 
   
 
 
 
   
 
 
 

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