Manda (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.

Manda[edit]

Gargantuan beast (Snake), lawful evil


Armor Class 20 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 13 (+1) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Con +6, Cha +5
Skills Acrobatics +10, Arcana +5, Intimidation +5, Perception +5, Stealth +10
Senses passive Perception 15
Languages Common
Challenge 16 (15,000 XP)


Chakra. Manda has 33 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Manda is targeted by an area effect that lets him make a Strength 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. Manda can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Serpent. Manda counts as Huge for the sake of squeezing. When Manda grapples a creature, they become restrained. Manda may have up to 2 creatures grappled at any time. Additionally, Manda may attempt a grappling contest against a creature within his reach as a reaction when they make an attack.

ACTIONS

Multiattack. Manda can make 3 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage.

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

Leaf Gust (8 Chakra). Manda makes an unarmed strike against every creature within 30 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +10 to hit, reach 30 ft., one target. Hit: The target moves 30 feet in a direction of Manda's choice.

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

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Manda unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Gathering of the Snakes (5 Chakra). When Manda loses a body part but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), he reattaches it. This does not restore hit points or heal the body part, only functionality.

Chakra Absorbing Snakes (8 Chakra). One creature within 30 ft. must attempt a DC 13 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 13 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 Manda regains an equal number of chakra points or increase the DC of the next saving throw of this kind they must make by an equal number.

Twin Snakes Mutual Death (20 Chakra). One creature within 30 ft. must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, Manda dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 13 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.

Many Hidden Shadow Snake Hands (4 Chakra). One creature Manda is grappling must attempt a DC 13 Strength saving throw. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

Wicked Gong Mouth (3 Chakra). As a bonus action, Manda makes an unarmed strike against every creature and object below him before he reaches an object larger than a 5 ft. cube that he can not break through with the attack. On a hit or miss, every targeted creature is moved 5 ft. away from where they were targeted in a direction of their choice.

Coiling Around (2 Chakra). While grappling a creature, they must make a DC 18 Strength saving throw. On a failure, they take Manda's unarmed strike's damage and can't attempt to escape Manda's grapple until the beginning of Manda's next turn. On a success, they take half as much damage.

REACTIONS

Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Orochimaru Style Substitution (3+ Chakra). When Manda is targeted by a saving throw and would take damage, he decreases the damage by 33 (2d6 + 16). Manda can reduce this damage by an additional 7 (2d6) points per chakra point spent over the initial cost.

Manda.png
[Source]

The longest living boss summon of Ryūchi Cave, Manda is the polar opposite of Gamabunta. Cruel and overly proud, Orochimaru is the only known shinobi to have been capable of controlling him, mostly through fear of the snakeman's power. In instances where he feels he has been unfairly summoned, he typically demands large numbers of human sacrifices as payment.

After the Konoha Crush, where Orochimaru lost his arms to his old teacher, Orochimaru and Kabuto, and Jiraiya and Naruto crossed paths while searching for Tsunade, the third member of the Sannin, for their own purposes. Following a day of deliberation, the three reconvened to make their decision on the one thing the three understood to be the same; battle. As Manda was summoned to face Gamabunta and Katsuyu, both sides quickly turned on him. However, even when faced with the two greatest summons of his era, Manda easily held his own, easily forcing the slug to split into non-threatening smaller versions and evading the toad's blaze. However, he was blindsided by Tsunade, who drove the toad's massive sword through his mouth. Unable to consume his prey, much less fight, he barely groaned out a threat to Orochimaru before unsummoning himself.

Not being summoned for years, Manda lived a luxurious life, or at least as luxurious as one's life can be in a sage's cave. When Sasuke had no other option to evade Deidara's C0 explosion, he summoned Manda around himself, tearing the snake from his comforts, and shortly after from his life, cursing Sasuke in the same way he had Orochimaru in his final moments. Following his death, Manda was succeeded by Aoda, and his genetic template was used as the template for Kabuto's construction of Manda II.


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