Jugo (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 19 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 65 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

Saving Throws Str +9, Con +7
Skills Animal Handling +5, Athletics +9, Intimidation +4, Nature +5
Senses passive Perception 10
Languages Common
Challenge 14 (11,500 XP)


Chakra. Jugo has 40 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: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) 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) / 2) at the end of each of his turns, and he gains twice 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 2 ((1d4 + 3) / 2) at the end of each of his turns, and he gains twice 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.

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 17 Constitution saving throw. On a failure, they take 40 (8d8 + 4) 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: +9 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: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage. Jugo may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 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.

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.png
[Source].

The last survivor of a clan with a kekkei genkai that allows them to absorb natural energy, Jugo lived most of his early life in a remote cave. After years of isolation, accidentally destroying any civilization that came close in a blind rage caused by his transformed state, he was confronted by Kimimaro on behalf of Orochimaru, whom he found unnaturally calming, both being the last of their kind. The lone survivor became his closest friend, and the only being capable of calming his rages. His kekkei genkai would later be adapted into Orochimaru's Cursed Mark, which many of his elite troops make use of. After Kimimaro's deaths, he spent most of his days in a cell, unable to be calmed. When Sasuke came to the fallen prison in search of a powerhouse for his team following his assassination of Orochimaru, Jugo found himself under the same spell as he had found with Kimimaro, joining the team alongside Karin and Suigetsu out of both respect and fear.

Being dubbed Team Hebi, they extorted information from Kakuzu's banker Genji for information on Itachi Uchiha while Sasuke killed Deidara. Following a short fight against Kisame while Sasuke battled his brother, Hebi redubbed itself Taka and joined the Akatsuki. On their first assignment, they attacked Killer B, if unsuccessfully, causing the Five Kage to gather in order to dub the Akatsuki a threat to international safety and form a joint task force to annihilate what few members remained. Unsurprisingly, Sasuke attacked the Five Kage Summit using information gathered by White Zetsu and Obito, during which Jugo backed Sasuke's fight with the Fourth Raikage by slaughtering waves of samurai and helping fight the Raikage directly, though he and Suigetsu would ultimately be captured. Returning to Orochimaru's main compound after escaping the Land of Iron while searching for Sasuke and Karin, Suigetsu found a scroll detailing how Orochimaru could be resurrected. Playing a support role for the rest of the Fourth Shinobi World War, primarliy by enhancing Sasuke's Susano'o, Jugo would ultimately return to Orochimaru, this time acting as a guard and assistant rather than a test subject. Following years of practice controlling his kekkei genkai, Jugo would eventually decide to continue where he left off before meeting Kimimaro, traveling the wilds alone.


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