Conch King (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.

Conch King[edit]

Medium beast, unaligned


Armor Class 19 (Natural Armor)
Hit Points 180 (19d8 + 95)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +8, Con +10, Cha +5
Skills Animal Handling +5, Athletics +8, Stealth +5
Senses passive Perception 10
Languages Understands Common but can not speak
Challenge 13 (10,000 XP)


Chakra. The Conch King has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When the Conch King is targeted by an area effect that lets him make a Constitution 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.

Hard Shell. The Conch King has a damage threshold of 10.

ACTIONS

Multiattack. The Conch King makes three attacks with its unarmed strike, conch cannon, or conch whip attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Conch Cannon (3-9 Chakra). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 11 (3d4 + 3) magical piercing damage. The Conch King may make an additional Conch Cannon attack for every 3 additional chakra spent.

Conch Whip (1-5 Chakra). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 3) magical slashing damage. The Conch King may increase this jutsu's range by 5 ft. and its attack roll bonus +1 for every 2 additional chakra points spent.

Water Release Genjutsu: Demonic Phantom Fog Prison (20 Chakra). Every creature within 30 ft. of the Conch King must attempt a DC 16 Wisdom saving throw. On a failure, everything is lightly obscured by their perception and they must attempt a DC 16 Charisma saving throw at the end of each of their turns for 1 minute (concentration). If they fail 3 times, they become frightened for 1 minute. While frightened in this way, they are incapacitated and their movement speed drops to 0. If they succeed 3 times, this jutsu ends.

Great Conch Leap (10 Chakra). The Conch King gains a 30 ft. flying speed until the end of its next turn.


Conch_King.png
[Source].

An advanced, and to some perfected, variant of the Hidden Mist Village's giant clam summons developed by the Hidden Rain Village, the Conch King only ever had a single summoner: Hanzo's right hand man Kandachi. After their defection following Pain's takeover of the Rain, the Conch King became empowered by on of the Land of Swamps' genjutsu-like magnetic fields.



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