Chikamatsu Collection of Ten (Shinobi World Supplement)
Chikamatsu Collection of Ten Puppets[edit]
Medium construct (Puppet), unaligned Armor Class 18 (Natural Armor)
Saving Throws Str +8, Dex +8, Con +9 Puppet. The Chikamatsu can not act on their own, and must be controlled by a creature with the Path of the Puppetmaster. Collection of Ten. Each puppet has a unique action, as indicated at the beginning of the action's name. ACTIONSUnarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage. Puppet 1: Big Strike Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage and the target must attempt a DC 15 Strength saving throw. On a failure, they become stunned until the end of their next turn. Puppet 2: Cage Trap. Each creature in a 15 ft. cone must succeed a DC 15 Intelligence saving throw or be restrained until the end of the Chikamatsu's next turn. Puppet 2: Explosion Volley. Each creature within a 15 ft. cone must then make a DC 15 Dexterity saving throw or take 70 (20d6) fire damage. On a success, they take half as much damage. Puppet 3: Chakra Shuriken. The puppet becomes stunned until the end of its next turn as its face is lifted to release four blades of chakra. Any creature within 10 ft. of the puppet at the end of each of the puppet's turns must attempt a DC 15 Dexterity saving throw. On a failure, they take 15 (4d4 + 3) force damage. The puppet's master may end this effect as an action. Puppet 4: Swift Swing. The puppet becomes massively easier to maneuver. Any creature it is grappling moves with the puppet, and the puppet becomes immune to effects with a radius range. Puppet 5: Extended Cables. Melee Spell Attack: +8 to hit, reach 20 ft., one target. Hit: 8 (2d4 + 3) piercing damage and they must attempt a DC 15 Strength saving throw or become restrained until the end of their next turn. Puppet 6: Sangha Seal (2 Chakra). Any creatures within a 20 ft. radius centered 25 ft. from the puppet must attempt a DC 15 Strength saving throw. On a failure, they are pulled to the closest open space within the radius and become stunned until the end of the puppet's turn. Puppet 7: Dharma Seal (2 Chakra). Any creatures within a 20 ft. radius centered 25 ft. from the puppet must attempt a DC 15 Strength saving throw. On a failure, they take 26 (4d10 + 3) thunder damage. For every 5 ft. from the center, creatures take 5 (1d10) less thunder damage. Puppet 8: Buddha Seal (2 Chakra). At the end of the puppet's turn, any stunned creatures within a 20 ft. radius centered 25 ft. from the puppet are moved to the closest open space within one point up to 60 ft. from the initial radius. Puppet 9: Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Puppet 10: Sealing Technique: Lion Closing Roar. One creature within 5 ft. must make a DC 15 Intelligence saving throw. On a failure, they become paralyzed and unable to spend chakra until the puppet is incapacitated or ends this effect as a bonus action. While this is active, the puppet is restrained.
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This collection of puppets was made by the originator of ninja puppetry, Monzaemon Chikamatsu. This collection of puppets is said to be so strong that they can singlehandedly take down an entire castle. The collection has a wide range of abilities and can work in tandem with one another to great effect on the battlefield. |
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