Hokage Guard Platoon (Shinobi World Supplement)
From D&D Wiki
Hokage Guard Platoon[edit]
Medium humanoid (human), lawful neutral Armor Class 18 (Natural Armor)
Saving Throws Dex +9, Cha +7 Chakra. The guard has 34 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When the guard 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. The guard can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Silent Killing Jutsu. Once per turn when the guard has advantage on a non-jutsu attack that uses Dexterity, he deals an additional 11 (3d6) damage. ACTIONSMultiattack. The guard can make 3 unarmed strike, Kokutō or kunai attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical slashing damage. Kokutō. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical slashing damage and the guard may spend 1 chakra point to force them to attempt a DC 14 Constitution saving throw with a DC equal to your jutsu saving throw DC, becoming poisoned until the end of their next turn on a failure. As an attack for 3 chakra, you may force one creature within 20 ft. to attempt a Dexterity saving throw, becoming poisoned on their next turn on a failure. Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The guard 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. Leaf Great Flash (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of the guard's choice. Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, the guard's melee attacks deals twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the guard 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 he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage. Leaf Gust (8 Chakra). The guard makes a melee attack against every creature within 5 ft. Flying Raijin Formation (1 Chakra). The guard and two other creatures within 5 ft. who know this jutsu and use their reactions teleport to a Flying Raijin Seal.
|
Formed in the later days of the first reign of the Third Hokage, this group of Hidden Leaf Jonin have been dedicated to the defense of the Fourth, Fifth, and Sixth Hokage. Though members have com and gone, there are 3 long-standing, notable members.
|
Back to Main Page → 5e Homebrew → Creatures
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World