Mecha-Naruto (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.

Mecha-Naruto[edit]

Medium construct (Puppet), unaligned


Armor Class 18 (Natural Armor)
Hit Points 127 (15d8 + 60)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +8, Dex +8, Con +9
Skills Acrobatics +8, Athletics +8, Deception +5, Sleight of Hand +8, Stealth +8
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, prone
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)


Puppet. Mecha-Naruto can not act on its own, and must be controlled by a creature with the Path of the Puppetmaster.

Unite. Mecha-Naruto's puppetmaster may choose to allow one Medium or smaller creature within its space to enter it as an action. They become a single creature that has the puppet's size category, and the combined creature has the best of either creature's features, proficiencies, and proficiency bonus. The combined creature acts on the non-puppet creature's turn, and any damage it takes is dealt to whichever component creature has the highest hit points. When the combined creature uses a feature that costs chakra, the puppetmaster may choose if they or the creature within the puppet spends the chakra.

ACTIONS

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Dummy Balloon (3 Chakra). Mecha-Naruto creates a balloon of itself that has 5 hit points and is permanently unconcious as it is an object, but it otherwise identical to Mecha-Naruto. After 1 minute, a balloon drops to 0 hit points. If a balloon is reduced to 0 hit points, every creature within 5 ft. must attempt a Dexterity saving throw. On a failure, they take 11 (3d4 + 3) fire damage. On a success, they take half as much damage.

Hurricane Head Butt (3 Chakra). As a bonus action, Mecha-Naruto gains a 60 ft. flying speed and its unarmed strikes deal an additional 3 (1d4) magical bludgeoning damage until the end of its turn.

Missile (2+ Chakra). Any creature within a 20 ft. radius of one point within 60 ft. must attempt a DC 16 Dexterity saving throw. On a failure, they take 10 (2d6 + 3) fire damage and are pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back. Mecha-Naruto may increase the damage this jutsu deals by 3 (1d6) for every 2 chakra spent to a maximum of 17 (4d6 + 3).

Naruto Beam (10 Chakra). Every creature in a 40 ft. line must attempt a DC 15 Dexterity saving throw. On a failure, they take 21 (5d6 + 3) lightning damage. On a success, they take half as much damage. This jutsu ignores cover.

Nine-Tails Chakra Bomb (10 Chakra). Every creature in a 100 ft. line must attempt a DC 16 Dexterity saving throw. On a failure, they take 17 (4d6 + 3) lightning damage. On a success, they take half as much damage.

Rocket Rasengan (10 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) magical bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 16 Strength saving throw. On a failure, they are pushed 20 feet away from Naruto.

Mecha-Kurama (20 Chakra). Mecha-Naruto becomes Gargantuan and gains a damage reduction of 5 for 1 minute, and gains Narutimate Blaster and Narutimate Tornado.

Narutimate Blaster (20 Chakra). All creatures in a 10 ft. by 60 ft. line must succeed a DC 16 Dexterity saving throw. On a failure, they take 58 (10d10 + 3) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage.
Narutimate Tornado (20 Chakra). All creatures in a 60 ft. radius around Mecha-Naruto must succeed a DC 16 Dexterity saving throw. On a failure, they take 58 (10d10 + 3) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage.

REACTIONS

Ambient Chakra Absorber. When a creature ends its turn within 5 ft. of Mecha-Naruto, the lose 4 chakra points, and Mecha-Naruto regains an equal amount.

Direct Charka Absorber (6+ Chakra). When Mecha-Naruto is targeted by a jutsu that is not Taijutsu, the jutsu's chakra is reduced by 5 (2d4), and it regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Mecha-Naruto may increase the number of chakra points absorbed by 2 (1d4) for every 3 additional chakra points spent.

Mecha-Naruto.png
[source].

Based on Orochimaru's limited interactions with the Gedo Mazo, Mecha-Naruto was created to disrupt the Akatsuki's goal of acquiring the Tailed Beasts by extracting the Nine-Tailed from Naruto Uzumaki after he returned to the Hidden Leaf Village. After independent meddling from Pain, Itachi, and Naruto himself, Mecha-Naruto was brought over to his original's side, becoming a protective armor around him. Deploying a Mecha-Kurama to destroy the village, Mecha-Naruto realized it could not defeat the copy without destroying itself, being made of the same material. Fueling all of its remaining stolen chakra into one massive attack, it destroyed both puppets in a single attack.

Variant: Autonomous Puppet

While a Mecha-Naruto a player should get can not act on its own, some of these puppets can act on their own, removing the Puppet feature and granting them the following features:

Chakra. Mecha-Naruto has 34 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Mecha-Naruto is targeted by an area effect that lets him make a Intelligence or Wisdom 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. Mecha-Naruto can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

An autonomous Mecha-Naruto also gains the following action:

Multiattack. Mecha-Naruto makes 3 unarmed strike or kunai attacks.

Kunai. Thrown Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Mecha-Naruto may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.


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