Kongo (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.

Kongo[edit]

Medium humanoid (human), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 82 (11d8 + 33)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Str +7, Con +7
Skills Athletics +7, Deception +6, Intimidation +6, Survival +4
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Chakra. Kongo has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Ferocious Fist. Whenever Kongo would roll a 1 on an unarmed strike attack roll, he may instead count the roll as a 2.

ACTIONS

Multiattack. Kongo makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

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

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

Leaf Gust (8 Chakra). Kongo 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 Kongo's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage. Kongo may fly up to 30 feet before making this attack.

Dynamic Entry (4 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 16 Dexterity saving throw or be pushed 20 feet in a direction of Kongo's choice. Kongo may move up to 40 ft. before making this attack as part of his action.

Healing Jutsu (1-18 Chakra). One creature Kongo can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Kongo reduces his next jutsu's cost by 2. He may do this 1 time, regaining all uses at the end of a short rest.

Ninja Art: Poison Fog (10 Chakra). Kongo exhales a 15 ft. radius cloud of thick purple gas up to 30 ft. from him that lasts for 1 minute (concentration). For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet. When this jutsu is cast, and again when they end their turn in this cloud, any creatures within the cloud must attempt a DC 15 Constitution saving throw. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 3 (1d4 + 1) poison damage at the beginning of each of their turns.

REACTIONS

Substitution (3+ Chakra). When Kongo is hit by an attack and would take damage, he decreases the damage by 14 (1d10 + 9) 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. Kongo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kong%C5%8D.png
[Source].

Kongo is the brute of the Uemon clan, a small group of rogue nin that were exiled and left to wander the world until they were approached by Shabadaba, minister of the Land of the Moon, and given a mission to wrest power from the Tsuki clan, the kingdom's current and historic rulers. While they succeeded in killing the king, Kakeru, his son Michiru and grandson Hikaru escaped, but were driven out of the country. When the heirs returned with Team Kakashi, the Uemon clan responded with force, seriously injuring their leader and kidnapping Michiru and Hikaru. When the Leaf shinobi infiltrated the capitol castle, Kongo battled with Rock Lee, being able to fight on equal ground with and even defeat the boy before he opened the Fifth Gate, after which Kongo's defeat was sealed, along with the three bottom floors of the castle he was slammed through, when Lee unleashed a Reverse Lotus.


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