Manda II (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 II[edit]

Titanic beast (Snake), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 175 (27d8 + 54)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Con +11, Cha +6
Skills Acrobatics +8, Athletics +11, Intimidation +6, Nature +6, Perception +6
Senses passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Chakra. Manda II has 42 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Manda II 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 II can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Serpent. Manda II counts as Gargantuan for the sake of squeezing. When Manda II grapples a creature, they become restrained. Manda II may have up to 5 creatures grappled at any time. Additionally, Manda II may attempt a grappling contest against a creature within his reach as a reaction when they make an attack.

ACTIONS

Multiattack. Manda II can make 3 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 40 ft., one target. Hit: 30 (4d4 + 5 x 2) magical bludgeoning damage.

Coiling Around. As a bonus action immediately after a successful unarmed strike, Manda II attempts to grapple the target with advantage. While grappling a creature in this way, it can attempt to crush them as an action. They must make a DC 19 Strength saving throw. On a failure, they take Manda II's unarmed strike's damage and can't attempt to escape Manda II's grapple until the beginning of Manda's next turn. On a success, they take half as much damage.

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

Leaf Gust (8 Chakra). Manda II makes an unarmed strike against every creature within 40 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +11 to hit, reach 40 ft., one target. Hit: The target moves 30 feet in a direction of Manda II's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Manda II 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 II 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 II 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 II 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 40 ft. must attempt a DC 14 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 14 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 II 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 40 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 II dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 14 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.

Many Hidden Shadow Snake Hands (4 Chakra). One creature Manda II is grappling must attempt a DC 14 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 II 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.

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 II is targeted by a saving throw and would take damage, he decreases the damage by 27 (2d6 + 20). Manda II can reduce this damage by an additional 7 (2d6) points per chakra point spent over the initial cost.

Manda_II.png
[Source]

Using the now-dead Orochimaru's cloning laboratories, various shinobi drugs, and the genes of multiple snakes form Ryūchi Cave, primarily the original Manda, Manda II was created by Kabuto as the ultimate summoning snake; a beast that walks the border between snake and dragon. While fully grown, it was basically a newborn during the Fourth Shinobi World War. Knowing nothing but to serve its creator, not even knowing how to speak like its genetic template, Manda II reacts violently to pain, and positively to being allowed to feast on creatures bearing chakra. During the Fourth Shinobi World War, it and the reincarnated Deidara incapacitated, and even flipped, the Hidden Cloud's massive Island Turtle. After Kabuto captured Yamato, the hostile team entered the snake's mouth, returning to Kabuto's hideout. Following the end of the war and Kabuto's rehabilitation, Manda II was given a formal place in the Leaf Village's orphanage in order to have him officially adopted by the White Snake Sage, where he was raised alongside the rest of his kin's young despite the massive size difference. While still only a child, it's possible that with proper training, he may surpass the sage, and potentially be considered among the likes of the tailed beasts.


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