Giant Clam (Shinobi World Supplement)
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Giant Clam[edit]
Huge beast, unaligned Armor Class 19 (Natural Armor)
Saving Throws Str +6, Con +9, Cha +4 Chakra. The clam has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest. Endurance. When the clam 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 clam has a damage threshold of 7. ACTIONSMultiattack. The clam makes two unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage. Demonic Illusion: Steaming Multistoried Building (5 Chakra). The clam creates a 100 ft. radius cloud of mist around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft. The clam must spend 2 chakra point at the beginning of each of its turns to maintain this effect. Clam Clone (1 Chakra). As a bonus action while Seaming Multistoried Building is active, it creates an identical image of the clam and anything of its choice within 5 feet anywhere within the cloud of mist that lasts until Steaming Multistoried Building ends.
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Uniquely modified clams used by the heroes of old in the Hidden Mist Village, most prominently Gengetsu Hozuki, these giant clams are one of the few summons to lack a will of their own beyond their caster. Their hard shells and genjutsu-enhanced steam makes them ideal for assassins, though their large size and lack of speed often keeps them restricted to an exit strategy or battlefield modifier. |
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