Enma (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.

Monkey King Enma[edit]

Medium humanoid (Monkey), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 120 (16d8 + 48)
Speed 50 ft., fly 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 12 (+1)

Saving Throws Con +7, Int +5
Skills Acrobatics +8, Deception +5, Intimidation +5, Investigation +5, Perception +4
Senses passive Perception 14
Languages Common
Challenge 12 (8,400 XP)


Chakra. Enma has 37 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Enma is targeted by an area effect that lets him make a Dexterity 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. Enma can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Thick Tail. Enma may only be up to 10 feet from any object or willing or grappled creature capable of carrying his weight to benefit from his flying speed.

Sage Meditation. As a full turn action, Enma becomes blind and prone until the beginning of his next turn, and 4 points of Enma's normal chakra becomes senjutsu chakra.

Senjutsu Chakra. Some of Enma's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Enma can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified.

Nature Chakra Sense. Enma may take the search action as a bonus action. When Enma takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Enma can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 1d10 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Enma 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.

Sage Art. As part of another jutsu, Enma either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Transformation: Adamantine Staff (5 Chakra). Enma becomes a simple, two-handed, finesse weapon taking the form of a thick staff. Any creature wielding it can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and dealing 13 (3d4 + 1d10) magical bludgeoning damage on a hit unless their unarmed strike damage die is higher. Enma can spend his action in this form to end this effect, or increase this weapon's reach by +5 ft. until the beginning of his next turn for every 2 chakra spent, or use Adamantine Prison Wall, and he can not take other actions or move.

Adamantine Prison Wall (5 Chakra). While Transformation: Adamantine Staff is active, Enma becomes a 30 ft. hollow cube centered on where the staff was. Creatures can see and hear through this cube, and Tiny creatures can pass through its walls. It has Enma's hit points and AC, and is resistant to bludgeoning, slashing, and piercing damage.

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

Leaf Gust (8 Chakra). Enma makes an unarmed strike against every creature within 10 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: The target moves 30 feet in a direction of Enma's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Enma gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Enma casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Enma's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 1d10 + 4) magical bludgeoning damage. Enma may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: The target is restrained until Enma is not within 10 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Enma using this jutsu.

REACTIONS

Substitution (3+ Chakra). When Enma is hit by an attack and would take damage, they decrease the damage by 17 (1d10 + 12) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Enma can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Enma.png
[Source].

As his name implies, Enma is the King of the Sage Monkeys of Saiyuki Valley, deep within the Land of Lightning, though officially he only holds this rank until his true king, Son Gokū, returns, technically only being the region's boss summon. At some point, Hiruzen Sarutobi met with Enma, forming a contract with him. Enma acted as a secondary advisor to Hiruzen, being very loyal and defensive, despite disapproving of his soft governing. Enma has not been seen since Hiruzen's death, though it is likely he returned to the valley and did not wish to interact with the world that stole both of his masters, and the only human he ever respected, though his grandson Enra formed a contract with Konohamaru following the Fourth Shinobi World War. Having looked relatively similar when they met in Hiruzen's prime to the man's death, it's very likely that Enma is older than the hidden village system itself.


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