Jugo, Boruto (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.

Jugo[edit]

Medium humanoid (Jugo), lawful neutral


Armor Class 21 (Natural Armor)
Hit Points 156 (24d8 + 48)
Speed 65 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +11, Con +8
Skills Animal Handling +6, Athletics +11, Intimidation +6, Nature +6
Senses passive Perception 10
Languages Common
Challenge 20 (25,000 XP)


Chakra. Jugo has 52 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Black Chakra. Some of Jugo's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Jugo can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Jugo has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Jugo 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.

Cursed Mark. As a bonus action, Jugo gains the following until he ends this effect as an action:

  • Jugo's maximum hit points are decreased by 1 ((1d4 + 1) / 4) at the end of each of his turns, and he gains four times as many black chakra points. Jugo's hit point maximum returns to normal at the end of a long rest.
  • Jugo's Strength increases by 2 to a maximum of 24, and thus any attack and damage rolls and his AC are increased by +1.

Second Stage. While Cursed Mark is active, Jugo gains the following:

  • Jugo's maximum hit points are decreased by a total of 1 ((1d4 + 3) / 4) at the end of each of his turns, and he gains four times as many black chakra points. Jugo's hit point maximum returns to normal at the end of a long rest.
  • Jugo's Strength increases by 2 to a maximum of 26, and thus any attack and damage rolls and his AC are increased by +1 (+2 total).
  • Jugo gains 1 Jet Thruster, which is regained at the end of each of his turns and lost when Second Stage ends.

Sage Transformation. As a bonus action while Second Stage is active, Jugo gains the following:

  • Jugo's maximum hit points are decreased by a total of 2 ((1d4 + 5) / 4) at the end of each of his turns, and he gains four times as many black chakra points. Jugo's hit point maximum returns to normal at the end of a long rest.
  • Jugo's Strength increases by 2 to a maximum of 26, and thus any attack and damage rolls and his AC are increased by +1 (+2 total).
  • Jugo gains 1 additional Jet Thruster (2 total), which is regained at the end of each of his turns and lost when Second Stage ends.
  • Jugo may make 1 additional attack when he takes his Multiattack action.

Complete Sage Transformation (Recharge 5-6). As a bonus action, while Sage Transformation is active, he may reduce any effect reducing his maximum hit points by 5 (2d4) or convert 5 (2d4) black chakra into regular chakra.

Jet Flight (1 Jet Thruster). Jugo gains a 60 ft. flying speed until the end of his turn.

Afterburn (1 Jet Thruster). As part of an unarmed strike, Jugo moves 15 ft. and deals fire damage or an additional 3 (1d4) magical bludgeoning damage.

Cellular Regeneration Ejection (2 Chakra). As a bonus action, one creature regains an equal number of hit points as Jugo chooses to lose.

Cellular Regeneration Absorption (3 Chakra). As a bonus action while Second Stage is active, Jugo's unarmed strikes cause him to regain a number of hit points equal to the number of damage dealt.

Chain (2+ Chakra, 1 Jet Thruster). As a bonus action while Second Stage is active, Jugo's reach increases by 15 ft. until the end of his turn. Jugo may increase this reach by an additional 5 ft. for every 2 additional chakra spent.

Cursed Seal Chakra Blast (8+ Chakra, 1 Jet Thruster). While Second Stage is active, every creature in a 30 ft. cone must attempt a DC 19 Constitution saving throw. On a failure, they take 41 (8d8 + 5) force damage. On a success, they take half as much damage. Jugo may increase this jutsu's damage by 4 (1d8) and its range by 5 ft. for every 2 additional chakra spent.

Piston Fist: Style One (3 Chakra). When Jugo loses a Jet Thruster, he regains it.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Jugo's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jugo 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 Jugo 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.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Jugo'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: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage. Jugo may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: The target is restrained until Jugo 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 Jugo using this jutsu.

Chakra Transfer Technique (1+ Chakra). One creature that Jugo touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Jugo 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.

Absorption Technique (8 Chakra). One creature within 5 ft. of Jugo must attempt a DC 19 Strength saving throw. On a failure, they lose 10 (4d4) chakra, and he regains an equal number of chakra points.

REACTIONS

Substitution (3+ Chakra). When Jugo is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Jugo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Jugo_Part_III.png
[Source].

After a few short years of journeying through the wilderness, Jugo became fascinated by a population of bird on the border of the Land of Fire that seemed to bear a variant of his curse. As he slowly cured the birds one-by-one, he suddenly lost control of his kekkei genkai, terrorizing a small village Being confronted by a small team of genin believing the problem to be a simple beast, Jugo nearly killed them before barely gaining control over himself, retreating to a nearby cave and telling the genin to stay away. When the genin followed him anyway, he lost control yet again, this time being stopped by Konohamaru, whose rasengan forced enough of his natural energy into healing to break him out of his bloodlust. Explaining his goal to heal the flock of cursed birds to the team of shinobi and the ornithologist mission giver Tosaka, who also wished to cure the birds, Boruto assisted Jugo until a team of Land of Rivers researchers hired by the village caught wind of the situation, apprehending him before all of the birds could be healed, risking a migration and thus spread of their curse. When he awoke, he was confronted by Tosaka, who revealed himself to be the source of the infected birds, having studied the cursed mark to obtain its power, killing the Rivers task force to keep his secret before awakening his own Sage Transformation. Breaking free, Jugo engaged Tosaka, proving his imitation to be nothing compared to the real thing before absorbing his ability. After Boruto held off his rampage long enough for Suigetsu and Konohamaru to return with and administer Jugo's suppressant to him and the rest of the flock, Jugo returned to the Sound Village with Suigetsu and Karin, wondering if he would ever be able to fly freely like the flock.


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