Log (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.

Log[edit]

Medium humanoid (Orochimaru), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 58 (13d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 12 (+1) 8 (-1)

Saving Throws Con +4, Cha +3
Skills Acrobatics +8, Sleight of Hand +8, Stealth +8, Survival +5
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


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

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

Orochimaru Clan. Log is immune to disease and aging.

White Snake. Log counts as one size smaller while squeezing.

Binding Snake Glare Spell. Creatures Log is grappling become restrained, and she may grapple up to 2 creatures at a time.

Serpentine Resistance. Log is immune to disease and has advantage on saving throws against poisons.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Katana. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Log 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 Ninjutsu Technique (1 Chakra). As a bonus action, Log can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). Log's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Log becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Paralysis Seal (2+ Chakra). Log creates a paralysis seal on one surface he can touch.

Chakra Absorbing Snakes (8 Chakra). One creature within 15 ft. must attempt a DC 15 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and Log regains an equal number of chakra points or increases the DC of the next saving throw of this kind by an equal number.

Twin Snakes Mutual Death (20 Chakra). One creature within 15 ft. must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times. If they fail, regardless of their current hit points, they die. If they succeed, they permanently have disadvantage on Strength and Dexterity checks and Saving Throws. Regardless of the outcome, Log dies instantly. This can only be cured with a Wish Spell or a cast of the Creation of All Things Jutsu.

Wild Lion's Mane (5 Chakra). For 1 hour, Log is immune to one instance of the restrained condition that is not from genjutsu each round.

REACTIONS

Substitution (3+ Chakra). When Log is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) 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. Log can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Orochimaru Style Substitution (3+ Chakra). When Log is hit by an attack and would take damage, he decreases the damage by 18 (2d6 + 11). Log can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Binding Snake Glare. When a creature within 15 ft. makes an attack, Log attempts to grapple them.

Armor-Eater (2 Chakra). When Log takes damage from a creature within 15 ft. of him while Wild Lion's Mane is active, they take 6 (1d6 + 3) magical slashing damage.

Log_Infobox.png
[Source].

One of Orochimaru's first clones, Log was designed to be his creator's assistant, as well as to test concepts that would be perfected in his final clone, Mitsuki. Mitsuki and Log dueled numerous times to force him to make a decision between serving Orochimaru despite his misdeeds and erase his memories of Log's "rebellion", or to leave him despite his loyalty. Following Mitsuki's release from the experiment, joining the Leaf Village's most recent generation of genin, Log offered personal advice and assistance, often convincing their creator against erasing any of Mitsuki's memories, and acting as Mitsuki's replacement organs after a difficult fight when his cloned organs were unready.


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