Doki (Shinobi World Supplement)
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Club Doki[edit]
Large humanoid, unaligned Armor Class 16 (Natural Armor)
Saving Throws Str +9 Brawn. When the Doki is targeted by an area effect that lets it make a Strength 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. The Doki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Unliving. The Doki is not alive in its own right. One creature within 90 feet capable of using Yin Style must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt an Intelligence saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Doki is not being controlled, it is unconscious. Chakra Conduit. The chakra costs of the Doki's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC. Magic Weapons. The Doki's weapon attacks count as magical for the sake of overcoming resistances. ACTIONSMultiattack. The Doki makes 2 attacks with its unarmed strike or maul attack. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 5) magical bludgeoning damage. Body Flicker (2 Chakra). The Doki's movement speed doubles, and its movement does not provoke attacks of opportunity.
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Three legendary warriors from a time before the Earth knew chakra; from the era of the Sage of Six Paths, if not before, the Doki have long since been dead. However, their immortal bodies live on, potentially having been enhanced by the God Tree, under which they slew numerous opponents. In the over 1,000 years since their death, they have been sought out by individuals in need of legends, be it a clan on the edge of death or a village about to be eaten by a greater power, being manipulated by skilled genjutsu masters. Once their power is no longer needed, they are typically sealed deep within secluded areas to prevent thieves, in accordance with their legend. Most recently, however, they have found their way into the hands of Tayuya. |
Claw Doki[edit]
Large humanoid, unaligned Armor Class 19 (Natural Armor)
Saving Throws Dex +9 Evasion. When the Doki is targeted by an area effect that lets it make a 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. The Doki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Unliving. The Doki is not alive in its own right. One creature within 90 feet capable of using Illusory Warriors Manipulating Melody must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt a Constitution saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Doki is not being controlled, it is unconscious. Chakra Conduit. The chakra costs of the Doki's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC. Magic Weapons. The Doki's weapon attacks count as magical for the sake of overcoming resistances. ACTIONSMultiattack. The Doki makes 2 attacks with its unarmed strike or claw attack. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) magical bludgeoning damage. Body Flicker (2 Chakra). The Doki's movement speed doubles, and its movement does not provoke attacks of opportunity.
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Wrapped Doki[edit]
Medium humanoid, unaligned Armor Class 16 (Natural Armor)
Saving Throws Dex +6 Endurance. When the Doki is targeted by an area effect that lets it make a Constitution 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. The Doki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Unliving. The Doki is not alive in its own right. One creature within 90 feet capable of using Illusory Warriors Manipulating Melody must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt a Constitution saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Doki is not being controlled, it is unconscious. Chakra Conduit. The chakra costs of the Doki's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC. Magic Weapons. The Doki's weapon attacks count as magical for the sake of overcoming resistances. ACTIONSMultiattack. The Doki makes 2 attacks with its unarmed strike or claw attack. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Body Flicker (2 Chakra). The Doki's movement speed doubles, and its movement does not provoke attacks of opportunity.
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