Konenmaru (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.

Konenmaru[edit]

Huge beast (koi), lawful evil


Armor Class 18 (Natural Armor)
Hit Points 85 (10d8 + 40)
Speed 15 ft., swim 80 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +8, Cha +3
Skills Acrobatics +8, Deception +3, Perception +3, Stealth +8
Senses passive Perception 13
Languages Understands Common, but can not speak
Challenge 8 (3,900 XP)


Chakra. Konenmaru has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Konenmaru is targeted by an effect that allows him to make a Wisdom or Intelligence saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Ninja Speed. Konenmaru can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Water Breathing. Konenmaru can breathe only underwater.

ACTIONS

Multiattack. Konenmaru can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Konenmaru's choice.

Water Bullet (10 Chakra). Ranged Spell Attack: +8 to hit, range 50 ft. line. Hit: 18 (3d8 + 5) magical bludgeoning and 7 (2d6) cold damage and must make a DC 16 Strength saving throw or be pushed back 10 feet and fall prone.

Water Prison (4 Chakra). One creature Konenmaru can touch attempts a DC 16 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 16 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Konenmaru is no longer able to touch the creature, he loses concentration on this jutsu.

REACTIONS

Substitution (3+ Chakra). When Konenmaru is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Konenmaru can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

One of the great koi of the Hidden Waterfall Village, Konenmaru is a black koi with white markings that towers over any human. Konenmaru's lack of endurance and brilliance when compared to Ryumaru left him in the hands of Suien, Shibuki's teacher.


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