"Wait a minute. Kakarot doesn't have a tail which means there's no way he can transform. I've got him! Ha ha ha ha ha! I'll change into the giant ape and crush him where he stands. I hate him for forcing me to do this. That form is meant to level civilizations and destroy planets, and now I'm using it to wipe out one stubborn little insect. How repugnant."
—Vegeta
Race: Saiyans
Class Art: Energy Art.
Duration: Up to 8 Hours.
Stress Test: 18 DC
Empowered Ability Scores: STR, CON
Power Multiplier: x10
A giant, anthropomorphic, monkey-like creature that the Saiyans of Universe 7 can transform into at the full moon (or a similar object) to increase their already formidable strength tremendously. In order for the transformation to take place, the Saiyan needs to have a tail, as the glands responsible for initiating the transformation are located exclusively there.
Class-Up: BP (0)
Savage Power. Saiyans transform into Great Apes when looking at full moons or objects imitating the moon. After transforming, the user must make a DC 13 Wisdom save or they will be feral and consider all creatures an enemy. On your turn after a failure, you must move towards the nearest creature and take the attack action. If there is more than one possible target, roll to randomly determine the target. If you are able to cast spells, you cannot cast or concentrate on them while transformed. If the user makes the Wisdom save, they will always be in control of their Great Ape form.
Great Saiyan Ape. Your size becomes huge, unless you would be larger. your unarmed attacks do 2d12+STR bludgeoning damage. 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 are knocked unconscious and revert to your normal form. 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 or blast of energy 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 or force damage per point spent on a failed save, or half as much damage on a successful one.
Rock Throw (2 BP). As an action, you pick up a large amount of dirt/ rock from the ground and launch it anywhere within a range of 100 feet. Creatures in a 20 foot radius must succeed in a DC 15 DEX save taking 4d8 bludgeoning damage or half on a success.
Ki Explosion (3 BP). As a reaction, you launch an explosive wave in a radius 40 foot sphere centered on you. Creatures in the range (besides you) must succeed a DC 17 DEX save, taking 4d10 force damage an being pushed outside the radius or taking half the damage and not being moved.
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