Enra (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.

Enra[edit]

Medium humanoid (Monkey), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 45 ft., fly 45 ft.


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

Saving Throws Con +6, Int +6
Skills Acrobatics +6, Deception +4, Intimidation +4, Investigation +6, Perception +3
Senses passive Perception 13
Languages Common
Challenge 8 (3,900 XP)


Chakra. Enra has 29 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Enra 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. Enra can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Thick Tail. Enra may only be up to a number of feet equal to his reach 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, Enra becomes blind and prone until the beginning of his next turn, and 4 points of Enra's normal chakra becomes senjutsu chakra.

Senjutsu Chakra. Some of Enra'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. Enra 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. Enra may take the search action as a bonus action. When Enra 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. Enra can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Enra 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, Enra 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.

Adamantine Seal: Monkey Yang Suppression (3 Chakra). One creature within 60 ft. of Enra must attempt a DC 14 Strength saving throw. On a failure, they become restrained. They may retry this saving throw at the end of each of their turns, ending this effect early on a success, and taking 5 (1d4 + 3) magical bludgeoning damage on a failure. Enra must spend 3 chakra at the end of each of your turns to maintain this jutsu.

Transformation: Adamantine Staff (5 Chakra). Enra 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 10 (2d4 + 1d10) bludgeoning damage on a hit unless their unarmed strike damage die is higher. Enra 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.

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

Leaf Gust (8 Chakra). Enra makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Enra's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Enra 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 Enra 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, Enra'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: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage. Enra may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is restrained until Enra is not within 5 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 Enra using this jutsu.

Chakra Transfer Technique (1+ Chakra). One creature that Enra touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Enra may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Jutsu Transfer Technique (1 Chakra). As a bonus while Enra is concentrating on or spending chakra to maintain a jutsu, he transfers control of the jutsu to one willing creature within his reach. The jutsu counts as having been cast by them for the sake of concentration checks, and they spend the jutsu's maintenance cost instead of him. They may transfer control of the jutsu back to Enra as a bonus action or reaction to taking damage.

REACTIONS

Substitution (3+ Chakra). When Enra 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. Enra can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Enra.png
[Source].

The young grandsom of the mighty Lesser Sage Monkey King of Saiyuki Valley, Enma, Enra sits in stark contrast with his father. Curious of the world beyond their valley and bearing the personality of a child rather than that of a seasoned warrior like his father's, the little prince formed a summoning contract with Konohamaru Sarutobi following his grandfather's recommendation after he realized he could not keep his grandson from his fate, and wishing to honor the bond he shared with his old master. In battle, he, Konohamaru, and Boruto were able to contain the demon Sōma, though ultimately it took Remon Yoimura's sacrifice to put down the spirit for good.


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