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Out of The Past (Reprint)
Out of The Past (Reprint)
Out of The Past (Reprint)
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.
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.
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
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
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
• 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.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 16 (+3)
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).