Chojuro (5e Creature)

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Chojuro[edit]

Medium humanoid (Human), lawful good


Armor Class 18 (Natural Armor)
Hit Points 130 (20d8 + 40)
Speed 45 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Dexterity +8, Intelligence +8
Skills Acrobatics +8, Perception +5, Insight +5
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)


Chakra. Chojuro has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Chojuro is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

ACTIONS

Multiattack. Chojuro can make 2 sword or Hiramekarei attacks.

Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) magical slashing damage.

Hiramekarei. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) magical slashing damage.

Hiramekarei Enhancement (10 Chakra). Chojuro gains one of the following.

Extended Hiramekarei. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) magical slashing damage.

Sharpened Hiramekarei. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) magical slashing damage.

Widened Hiramekarei. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) magical slashing damage. One attack with this weapon can target two creatures within 5 feet of each other.

Bloody Mist Sword Art: Bone Mutilation (8 Chakra). One creature within 15 feet must attempt a DC 16 Constitution saving throw. On a failure, they take 12 (2d8 + 4) magical piercing damage and lose 2 (1d4) chakra or maximum hit points at the end of their turn, their choice, for 1 minute. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.

Great Vortex (20 Chakra). All creatures in a 20 ft. x 120 ft. line must attempt a DC 16 Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

Water Spikes (7 Chakra). One creature within 15 feet, or 90 feet of uninterrupted water including rain, must succeed a DC 16 Dexterity saving throw or take 14 (3d6 + 4) magical piercing damage.


UNSG_Chojuro.png Chojuro_Part_III.png
Chojuro as a swordsman (above) and as Mizukage (below), Source [[1][2]].

Once the Fourth Mizukage's bodyguard and proud wielder of Hiramekarei, Chojuro became the Fifth Mizukage after she stepped down. Deeming the Seven Ninja Swords a reminder of his village's bloody, horrific past, he locked them away. Continuing his predecessor's works to civilize the Hidden Mist Village, eventually transforming it into a sprawling metropolis. His policies did not come without a cost, as rogue sects comprised of descendants of shinobi who actively committed atrocities and were omitted from monuments and mainstream documentation began to sprout up.



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