Black Shadow (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Black Shadow[edit]

Medium aberration (Pseudo-Tailed Beast), chaotic evil


Armor Class 17 (Natural Armor)
Hit Points 82 (11d8 + 33)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 16 (+3)

Saving Throws Dex +7, Cha +7
Skills Acrobatics +7, Athletics +7, Deception +7, Intimidation +7, Nature +4, Perception +4, Stealth +7
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Common
Challenge 11 (7,200 XP)


Chakra. Black Shadow has 35 chakra points which it can expend. All chakra points are regained at the end of a long rest.

Evasion/Brawn. When Black Shadow is targeted by an area effect that lets him make a Strength or Dexterity saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

Ninja Speed. Black Shadow can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Canine. Black Shadow has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Disease Incarnate. Black Shadow is immune to the effects of diseases. When Black Shadow would be cured of a disease, it becomes paralyzed until the end of its next turn.

ACTIONS

Multiattack. Black Shadow makes 3 attacks with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical piercing damage.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Black Shadow gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Black Shadow casts this Jutsu while submerged in a liquid, the Jutsu carries it to the surface of the liquid at a rate of 60 feet per round. Additionally, its movement speed increases by half its total (rounded down), and attacks of opportunity against it have disadvantage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Black Shadow unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of its next turn.

Wooden Tail Root Spikes (10 Chakra). Black Shadow makes an unarmed strike against every creature within 30 feet. On a hit, in addition to damage, the target moves 30 feet in a direction of Black Shadow's choice.

Bringer of Darkness (10 Chakra). One creature within 50 feet must make a DC 16 Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). As an action, the target can repeat the saving throw.

Moving in Shadow (5-10 Chakra). While within an area of darkness at least as large as Black Shadow's size category, he becomes invisible and paralyzed until he ends end this jutsu at will. If this darkness moves, such as a creature's shadow, he moves with it. If the darkness Black Shadow is within is no longer as large as his size category, he takes 9 (2d8) psychic damage and this jutsu ends. When this jutsu ends, he appears anywhere within the darkness, or where the darkness was immediately before its size changed, and he may spend 5 chakra when this jutsu ends to appear in another area of darkness within 50 feet. Black Shadow must spend 1 chakra at the end of each of his turns to maintain this effect.

Shadow Bind (2 Chakra). One creature in a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness from Black Shadow attempt a DC 16 Dexterity saving throw. On a failure, it becomes restrained for 1 minute (concentration). The target can attempt a DC 16 Strength saving throw at the end of each of its turns, ending this effect early on a success. If circumstances change so that the target is outside of this jutsu's range, the target has advantage on the saving throw. If the target is beyond twice this jutsu's range, it ends immediately.

Homing Shadow Spikes (6+ Chakra). One creature within 30 ft. in bright light, 60 ft. in dim light, or 120 ft. in darkness takes 7 (1d6 + 4) poison damage. Black Shadow may spend 3 chakra to deal an additional 4 (1d6) poison damage.

Moon Shadow Technique (5+ Chakra/Clone). Black Shadow creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Black Shadow. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Black Shadow controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Black Shadow dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Black Shadow regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Black Shadow, including equipment, features, and any effects affecting Black Shadow when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Black Shadow. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Red Yang Formation (20 Chakra/Wall). Black Shadow creates a transparent wall of red light. The wall is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. Each wall lasts for 1 minute (concentration), and he must touch the wall himself to concentrate on it.

Beast Form. Black Shadow becomes Huge, he gains 45 temporary hit points, his reach increases by 15 feet, and his claws attack deals an additional 10 (2d8) damage and deals poison damage. Black Shadow must spend 2 chakra points at the end of each of his turns to maintain this effect.


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[Source].

Deep into the Land of Jungles sits the small Tree Felling Village. In such an unknown town lies a dark secret; a monstrous beast with an otherworldly nature restrained to an unnatural humanoid form by a strange robe. Fearful of the beast's might, the Tree Felling villagers sacrificed their own to appease the monster every full moon in exchange for protection. However, Black Shadow was not the only thing not of this world surrounding the Tree Felling Village. In ancient times, around the same time the beast appeared, a tree was discovered with the ability to cure any disease. While this tree was used to imprison the monster for a time, the villagers became foolish, cutting it down to access the crystal-rich cave it blocked and allowing Black Shadow to roam free once more, blocking the cave with a barrier. It wasn't until Naruto Uzumaki and Aoi, a villager who didn't fear the beast, found a way into this cave that they discovered why: inside was a second Tree of Life. With its flowers, they were able to weaken the monster enough to slay it. With the great beast dead, the villagers were revitalized, revolutionizing their village by tending to the Tree of Life.


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