Hato (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Hato[edit]

Medium humanoid (Tsuchigumo), neutral good


Armor Class 19 (Natural Armor)
Hit Points 110 (17d8 + 34)
Speed 75 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Dex +9, Cha +7
Skills Acrobatics +9, Arcana +9, Medicine +7, Perception +7, Stealth +9
Senses passive Perception 17
Languages Common
Challenge 17 (18,000 XP)


Chakra. Hato has 49 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Hato is targeted by an area effect that lets him make a Intelligence or Wisdom 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. Hato can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Hato makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hato 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.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hato can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). Hato's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Hato becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Transparent Escape (6 Chakra). Hato becomes invisible until the end of his next turn.

Fury (100 Chakra). Every creature within a 5 mile radius must attempt a DC 17 Constitution saving throw. On a failure, they take 113 (20d10 + 3) force damage. On a success, they take half as much damage.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Hato's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage. Hato may fly up to 30 feet before making this attack.

Peregrine Falcon Drop (2 Chakra). Hato leaps up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 16 Strength saving throw. On a failure, they take 12 (2d8 + 3) magical bludgeoning damage as he and the target return to the ground. On a success, they take half as much damage.

Infinite Embrace (30 Chakra). Hato and any amount of creatures that use their reaction that can use chakra within 5 ft. of one creature within 5 ft. of Hato contribute any amount of this jutsu's cost, so long as it reaches its requirement. The target must attempt a DC 17 Strength saving throw, becoming restrained and incapacitated, and they lose 11 (3d6) chakra points at the end of each of their turns for 1 minute (concentration). They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

REACTIONS

Substitution (3+ Chakra). When Hato is hit by an attack and would take damage, he decreases the damage by 22 (1d10 + 17) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Hato can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hato.PNG
[Source].

The first student of the legendary En no Gyoja, Hato was chosen due to his exceptional talent in the ways of ninjutsu. His talent was so much so that he was able to pass on his teaching to his son Shiranami between the Second and Third Shinobi World Wars. However, it was during the later that his son betrayed not only Hato, but his line of masters and Tsuchigumo Village itself, killing him and taking the secret of Fury himself.


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