Hiruko, Puppet (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.

Hiruko[edit]

Medium construct (Puppet), unaligned


Armor Class 18 (Natural Armor)
Hit Points 127 (15d8 + 60)
Speed 55 ft.


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

Saving Throws Str +8, Dex +8, Con +9
Skills Acrobatics +8, Athletics +8, Deception +5, Sleight of Hand +8, Stealth +8
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, prone
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)


Puppet. Hiruko can not act on its own, and must be controlled by a creature with the Path of the Puppetmaster.

Puppet Tank. Hiruko's puppetmaster may choose to allow one creature within its space to enter it as a bonus action. Creatures within Hiruko can not affect or be affected by anything outside of Hiruko, and move with it when it moves. Creatures may exit Hiruko as a bonus action, and automatically exit when Hiruko drops to 0 hit points.

ACTIONS

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Iron Tail Strike. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 3) slashing damage. Hiruko can not use this again, or use Iron Tail Defense, until the end of his next turn.

Senbon Mouth Volley. All creatures within a 15 ft. cone must attempt a DC 16 Dexterity saving throw. On a failure, they take 14 (3d4 + 6) piercing damage. On a success, they take half as much damage. Hiruko can not use this again, or use Senbon Arm Volley, until the end of his next turn.

Senbon Arm Volley. All creatures within a 20 ft. radius of Hiruko must attempt a DC 16 Dexterity saving throw. On a failure, they take 11 (2d4 + 6) piercing damage. On a success, they take half as much damage. Hiruko can not use this again, or use Senbon Mouth Volley, until the end of his next turn.

REACTIONS

Iron Tail Defend. When Hiruko is targeted by an attack, its AC increases by +5 until the beginning of his next turn. Hiruko can not use this again, or use Iron Tail Strike, until the end of his next turn.

Hiruko.png
[source].

Designed and named after an ancient Sand shinobi of great physical strength by Sasori of the Red Sand, Hiruko solves a problem for puppet master shinobi as old as time; if an enemy is able to circumvent the puppet, the master is wide open to attacks. Due to its numerous attack and defense advantages, it became one of its creators' favorites to use in combat.


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