Shinno (Shinobi World Supplement)
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Shinno
Medium humanoid (Human), lawful good Armor Class 18 (Natural Armor)
Saving Throws Strength +9, Constitution +9 Chakra. Shinno has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest. Endurance. When Shinno is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure. Body Revival Jutsu. Shinno regains 4 hit points at the beginning of each of his turns and takes 3 less damage from all sources. ACTIONSMultiattack. Shinno makes 2 unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical slashing damage. Darkness Wave (5 Chakra). All creatures in a 90 foot cone must succeed a DC 16 Constitution saving throw. On a failure, they take 6 (1d4 + 4) force damage. Revival Fist (10 Chakra). Shinno create a barrier of dark chakra, granting him full cover in one direction. At the beginning of his next turn, all creatures in a 15 foot cone in the same direction as the cover must succeed a DC 16 Dexterity saving throw. On a failure, they take 18 (3d8 + 4) necrotic damage. Super Revival Fist (15 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 4) necrotic damage.
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While Shinno, a shinobi from the Hidden Sky Village, typically acts like a typical Jonin-tier rogue nin, his power increases dramatically upon harnessing the powers of the Zero-Tails. |
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