Boro (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.

Boro[edit]

Medium humanoid (Temuri), lawful evil


Armor Class 20 (Natural Armor)
Hit Points 234 (36d8 + 72)
Speed 65 ft.


STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 14 (+2) 22 (+6) 10 (+0) 14 (+2)

Saving Throws Wis +9, Cha +11
Skills Deception +11, History +15, Medicine +9, Persuasion +11
Condition Immunities poisoned
Senses passive Perception 10
Languages Common
Challenge 30 (155,000 XP)


Chakra. Boro has 78 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Boro is targeted by an area effect that lets him make a Dexterity, Intelligence, or Wisdom 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. Boro can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dying Breath. At the beginning of each of Boro's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

ACTIONS

Multiattack. Boro makes three attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (6d4 + 8) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +17 to hit, range 30/60 ft., one target. Hit: 10 (1d4 + 8) piercing damage. Boro may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Boro makes two unarmed strikes

Leaf Gust (8 Chakra). Boro makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +17 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Boro's choice.

Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave Boro's reach, they must attempt a DC 21 Strength saving throw. On a success, they leave his reach. On a failure, they may not attempt to do so until the beginning of his next turn. This lasts until the beginning of Boro's next turn. Boro may spend 1 chakra to increase this jutsu's duration by 1 turn.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except Boro within 5 feet of them must attempt a DC 21 Strength saving throw. On a failure, the original target takes 27 (6d4 + 8) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

Healing Jutsu (1-60 Chakra). One creature Boro can touch regains a number of hit points equal to chakra spent..

Chakra Control. As a bonus action, Boro reduces his next jutsu's cost by 8. He may do this 6 times, regaining all uses at the end of a short rest.

Mystical Palm Jutsu. Boro has 30d6 he can use on this action. As a bonus action, Boro can heal one creature he can see within 60 feet of himself, spending one die from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when he finishes a long rest.

Medical Mode. Boro gains the following until he ends this effect as a bonus action:

  • At the start of each of his turns, he regains 10 hit points.
  • At the start of each of his turns, he can expend up to 2 hit dice. Add +2 to each die. He regains an amount of hit points equal to the result.
  • Boro loses 2 chakra at the end of each of his turns.

Ninja Art: Poison Fog (10 Chakra). Boro exhales a 15 ft. radius cloud of thick purple gas up to 30 ft. from him that lasts for 1 minute (concentration). For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet. When this jutsu is cast, and again when they end their turn in this cloud, any creatures within the cloud must attempt a DC 24 Constitution saving throw with disadvantage. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 9 (1d4 + 7) poison damage at the beginning of each of their turns.

Planet-Branding Blast (2+ Chakra). Boro creates a reservoir of Lava Style chakra anywhere within 5 ft. of him. The reservoir explodes after 1 minute of being placed, unless triggered by him as a bonus action. The reservoir can also be given a vague condition (such as being touched) after which it will explode. Any creature within 20 ft. when it explodes must pass a DC 23 Dexterity saving throw. On a failure, they take 15 (2d8 + 6) fire damage and is pushed back 10 feet. On a success, they take half as much damage and do not move. Boro may deal an additional 4 (1d8) damage for every 2 additional chakra spent. A creature touching the seal as it detonates must make a DC 23 Constitution saving throw at disadvantage instead of a Dexterity saving throw.

Magic Lantern Body (10 Chakra). Boro projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Boro. Boro may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Boro's turns for 1 minute (concentration). Boro must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Boro moves more than 5 feet after maintaining this jutsu, he loses concentration.

Arm Growth Technique (6 Chakra). For 1 minute (concentration), Boro gains a climbing speed equal to his movement speed, and his melee attacks gain a +1 bonus to damage rolls.

REACTIONS

Yin Healing Wound Destruction (8 Chakra). Immediately before Boro would take damage from a source he is aware of, he halves the damage taken.

Water Formation Wall (2+ Chakra). When Boro is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Boro. Boro may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Boro's turns for 1 minute (concentration). Boro must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Boro moves more than 5 feet after maintaining this jutsu, he loses concentration.

Boro%27s_Appearance.png
[Source].

Once nothing more than a charismatic cult leader with a talent for medical ninjutsu, Boro was approached by a member of Kara, who presented to him an idea he could truly live for: to serve the Otsutsuki or risk obliteration. Reorganizing his cult to worship the Otsutsuki as gods, he continued his process of poisoning small communities with his own ninjutsu, saving them with his healing, and incorporating them into the Otsutsuki Cult, now with the Otsutsuki-tier benefits of Kara's scientific ninja tools. Though he was ordered by Jigen to destroy the cyborgs Amado had created, he was overcome by Ada's ability, hiding them within the ranks of his cult. Following Delta's defeat, he was sent to collect Kawaki from Team Boruto. Though the team was able to easily out-maneuver him, he overpowered them, forcing Momoshiki's consciousness to overtake Boruto's consciousness, finishing him off in a single blow.



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