Ao (Shinobi World Supplement)
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Medium humanoid (Human), any alignment
Armor Class 18 (natural armor)
Saving Throws Dex +8, Int +9, Wis +6
Chakra. Ao has 38 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Ao is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.
Ninja Speed. Ao can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Byakugan. As a bonus action, Ao can activate or deactivate his Byakugan. While his Byakugan is active, Ao can see in 360 degree vision in a 15 foot radius, and can not be surprised while conscious. Ao must spend 2 chakra at the end of each of his turns to keep his Byakugan active.
Chakra Sense. When Ao takes the search action while his Byakugan is active, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.
Barrier Talisman: Armored Eye. When Ao's eyes would take damage from any source, including from himself or a critical hit, his general hit points take the damage instead.
Multiattack. Ao can make 3 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.
Senbon. Thrown Weapon Attack: +10 to hit, range 10/30 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Ao may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit.
Shuriken Shadow Clone (1 Chakra). When Ao makes a senbon attack, he may instantly create a copy of the weapon thrown. This weapon disappears at the end of his turn.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Ao can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.
Rope Escape (6 Chakra). When Ao attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.
Basic Clone (3 Chakra). Any creature that can see Ao must attempt a DC 17 Intelligence saving throw. On a failure, attacks against Ao have disadvantage, and Ao has advantage on any saving throws the creature forces them to attempt. On a success, he is no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. Ao must spend 1 chakra at the end of each of your turns to maintain this effect.
Transformation (1+ Chakra). Ao becomes identical to a person, creature or non-magical object he haas a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (3 Chakra). Ao's movement speed doubles, and their movement does not provoke attacks of opportunity.
Water Gun (1 Chakra). Ranged Spell Attack: +10 to hit, range 20 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage.
Explosive Seal (1+ Chakra). Ao creates an explosive seal on one surface he can touch.
Body Elimination (5 Chakra). One creature Ao can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.
Sensing Water Sphere (20 Chakra). As an action, Ao creates a 5 foot radius sphere of still water within 10 feet of him. His chakra sight range is doubled. Any creature that can see the orb of water can also see anything seen by his chakra sense. If an additional creature with chakra sense or truesight focuses on this jutsu, the orb's radius increases by 10 feet, and the largest chakra sense of any creature concentrating on this jutsu is doubled an additional time. Ao must spend 5 chakra at the end of each minute he concentrates on this jutsu.
Water Style Bullet: Orca (25 Chakra). A 60 foot radius area around Ao is covered in 1 foot of water for 1 minute (concentration).
Water Shockwave (3 Chakra). Any creatures within Water Style Bullet: Orca are moved up to 15 feet in a direction of Ao's choosing.
Azure Dragon Palm (4-8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) magical slashing damage. Ao may dash up to 25 feet before making this attack. Whether or not it hits, the targeted creature must make a DC 18 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 4 additional chakra, Ao may make an unarmed strike with advantage immediately after this attack.
Chakra Disruption (2 Chakra). On a hit with an unarmed strike, the target must attempt a DC 17 Constitution saving throw. On a failure, they cannot cast spells of 1st level or higher or use any jutsu feature that uses chakra until the end of your next turn. However, it may continue to concentrate on spells or jutsu that it cast before being affected by Chakra Disruption.
Focused Byakugan (2 Chakra). As a bonus action, Ao's chakra sense range is doubled, and it takes twice as much material to block his chakra sense until the end of his next turn.
Heavy Palm (1 Chakra). As a bonus action immediately after making an unarmed strike against a creature, the same target must attempt a DC 17 Constitution saving throw. On a failure, they are stunned until the end of Ao's next turn.
Barrier Talisman: Armored Eye (10 Chakra). Ao creates a talisman. He may apply this talisman to a willing creature he can touch as an action, placing it near one limb of his choice. When the limb would be damaged by any creature, including the creature the seal was applied to or by critical hit, the creature's general hit points take the damage instead. Ao may have up two talismans active at a time. Only creatures that know this jutsu may destroy one talisman they can touch as an action.
Substitution (3+ Chakra). When Ao is hit by an attack and would take damage, he decreases the damage by 18 (1d10 + 13) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Ao can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
The famed "Byakugan Killer", Ao was an accomplished Mist hunter-nin long before his title. Much like many of his generation, his first experience in combat was as a young child, during the Third Shinobi World War. In one such engagement, he struck down one of the Leaf's legendary Hyuga clan, replacing his damaged eye with their only surviving dojutsu. After the war ended, he used his legend status to back Mei Terumi in her bid to become Fifth Mizukage after discovering that the previous Mizukage, Yagura had been manipulated by the Akatsuki in hopes of ending the remaining reputation of the Bloody Mist, as well as piece his country back together. Over the years of war and peace, Ao fully mastered his new eye's power, though he never fully replicated the Hyuga's wide range of techniques. On a covert operation into the Leaf to gather information on said techniques, after which he developed his Azure Dragon Palm, he accidentally came face-to-face with Shisui of the Body Flicker, barely escaping with his life and a permanent memory of his abilities and beautiful chakra color.
During the Five Kage Summit, he and Chojuro acted as Mei's bodyguards. When negotiations began to break down, Ao became suspicious of A's insistence that Danzo Shimura, a shady newcomer, should be put in charge of the entire Shinobi Alliance. Recognizing Danzo's stolen eye, he dispelled the Kotoamatsukami that had been cast on A, the findings of which had Danzo ejected from the meeting. As the Fourth Shinobi World War dawned, he and the rest of the Sensor Division holed up in the Allied Shinobi Forces Intelligence HQ, with Ao heading their large-scale sensor field. When the Ten-Tails finally made its appearance, Ao was the first to put together the math and realize a massive tailed beast ball was fired directly at their location. After one final transmission, he was believed to had died. But as the rubble was cleared, a single broken, bloody, but breathing body was found; Ao had survived. Spending the better part of two decades in the Leaf Village's hospital recovering, despite their numerous medical nin's prowess. It was at this time he met Katasuke Tono, a man heading the invention of scientific ninja tools. Feeling that, without the potential of war, his life no longer had meaning, Ao did not return to the Mist. During this time, he met Victor, who invited him to serve as part of Kara, upgrading his body and giving Ao new purpose.
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