Menma Uzumaki (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.

Menma Uzumaki[edit]

Medium humanoid (Uzumaki), chaotic neutral


Armor Class 19 (Natural Armor)
Hit Points 165 (22d8 + 66)
Speed 60 ft. (70 ft. in Initial Release, 85 ft. in Tailed Release)


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Con +9, Cha +8
Skills Acrobatics +9, Animal Handling +7, Athletics +8, Performance +8, Persuasion +8
Senses passive Perception 11
Languages Common
Challenge 20 (25,000 XP)


Chakra. Menma has 95 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Red Chakra. Some of Menma's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. If he is in Tailed Beast Mode, the DC becomes 18. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. Menma can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Menma 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.

Hidden Chakra. When Menma has less than half his maximum chakra, he gains 10 red chakra. He may use this twice, regaining all uses at the end of a long rest.

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Menma 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.

Transformation (1+ Chakra). Menma becomes identical to a person, creature or non-magical object he a complete visual image of. 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 this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Menma's movement speed doubles, and his movement does not provoke attacks of opportunity until the beginning of his next turn.

Rasen Ring (10 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) magical slashing damage + 11 (2d10) force damage and the target must succeed a DC 15 Strength saving throw. On a failure, they are pushed 20 feet away from Menma.

Great Rasen Ring (12-20 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d10 + 1) magical bludgeoning damage + 13 (2d10 + 2) force damage and the target must succeed a DC 15 Strength saving throw. On a failure, they are pushed 20 feet away from Menma. Menma may grant this jutsu a +1 bonus to its attack and damage roll for every 2 additional chakra spent.

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 15 Strength saving throw or take 4 (1d6 + 1) force damage and be pushed to the edge of this jutsu’s range. Menma can add an additional 4 (1d6) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Menma may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Vermillion Jutsu (10 Chakra). As part of casting another jutsu, all of its damage dice become d10s.

Initial Release. As a bonus action, Menma enters Initial Release, granting him the following benefits:

  • The cost of all jutsu Menma knows are reduced in chakra costs by 1 (minimum 1).
  • Menma's movement speed increases by +10 ft.
  • At the start of each of his turns, Menma regains 3 hit points.
  • Menma gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Menma chooses to do so as an action, or if he is knocked unconscious.
  • Menma loses 1 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Menma gains the following:

  • Menma's unarmed strikes deal an additional 3 (1d4) slashing damage.
  • Menma's movement speeds increase by +15 ft.
  • Menma regains an additional 3 hit points at the beginning of each of his turns (6 total).
  • Menma can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Menma loses 2 chakra and gains 4 red chakra at the end of each of his turns.

Nine Masked Beasts (2+ Chakra/Beast). Menma creates up to 9 beasts. Each beast is mechanically identical to Menma, but is animalistic in appearance. The beasts have the chakra spent creating them and 10 times as many hit points. The beasts can take actions as normal, however they do not benefit from the Extra Attack feature, Initial Release, Tailed Release, or Tailed Beast Mode. Menma controls them and they act on his initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Menma dismisses them at will, or Menma falls unconscious. If the beast still has chakra when it dissipates, he regains any remaining chakra from the beast. While the beast is active, he is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a beast dissipates, the main body receives any knowledge, experiences and memories it has acquired as if it experienced it itself. Additionally, each beast gains one of the following benefits:

  • Seiryu: the beast's unarmed strikes deals twice as much damage while in water, and has a swimming speed equal to twice its movement speed.
  • Byakko: the beast gains a +30 ft. bonus to its movement speed.
  • Suzaku: the beast has a flying speed equal to its movement speed.
  • Genbu: the beast gains a +3 bonus to its AC.
  • Kinja: the beast causes any creature it is grappling to become restrained and has a +5 ft. bonus to its reach.
  • Tennyo: the beast's attacks against creatures without a passive arcana of 15 or higher have advantage.
  • Shinigami: the beast gains a +10 ft. bonus to its reach, and its unarmed strikes deal necrotic damage and reduce the target's chakra by 2 on a hit.
  • Hokuto Sennin: the beast causes any creatures within a 15 ft. radius of it to fail any Intelligence saving throws.
  • Nanto Sennin: the beast forces any creatures within a 15 ft. radius to attempt a Intelligence saving throw at the beginning of each of the beast's turns. On a failure, their movement speed drops to 0, but they gain immunity to bludgeoning, slashing, and piercing damage.

Tailed Beast Mode. As a full turn action, Menma becomes identical to Kurama, keeping his actions, features, and total percentage of hit points and chakra points. He loses 3 chakra and gains 6 red chakra at the end of each of his turns.

REACTIONS

Substitution (3+ Chakra). When Menma is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Menma can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Menma_Unmasked.png
[Source].

Within a genjutsu world made by Obito made in an attempt to capture Naruto before the war could even begin using a sort of "proto-Ten-Tails" formed from the Gedo Mazo and 7 of the Tailed Beasts, Madara's attack on the Hidden Leaf Village did not result in the deaths of Minato and Kushina, allowing Menma Uzumaki to live a normal life as the son of the Fourth Hokage, even while being the jinchuriki of the Black Nine-Tails. Like Naruto, he developed various enhanced forms of Rasengan, though his Tailed Beast abilities manifested in odd ways. However, when Naruto entered the genjutsu world, Menma was displaced, becoming a rogue nin and the sole member of Tobi's Akatsuki, capturing Tailed Beasts in an attempt to force an Infinite Tsukuyomi. However, after a prolonged long fight with Naruto, who was temporarily allowed to use Kurama's power to their fullest extent, Menma was defeated, giving his opponent the one thing that could end the genjuts world in the process. With the boy useless to him, Tobi took control of Menma, though he was defeated again shortly before Tobi, Naruto, and Sakura were returned to the real world.

Variant: Tobi Controlled

While controlled by Tobi, Menma gains the following features:

Sharingan. Menma benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • A +3 bonus to his AC.
  • Menma automatically detects Illusion spells and genjutsu and has advantage on saving throws against them.

Chakra Sense. When Menma takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Kamui. When Menma casts Short Range Kamui, Kamui Summoning, or Kamui Phase, he must attempt a DC 18 Constitution saving throw. On a failure, he take 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.

Additionally, he gains the following jutsu:

Short Range Kamui. As an action, or as part on his attack action, Menma can slowly transfer himself or another creature into the Kamui dimension. When he targets a creature with an unarmed strike, he can forgo the damage to transport the target into the pocket dimension at the end of his turn if they are still within his reach. When Menma targets himself with this, he is only transported at Initiative count 20 if he maintains concentration, otherwise, if he isn't in combat, he is transported 6 seconds later.

Kamui Summoning. As a bonus action, Menma can summon anything from the Kamui dimension to an empty space up to 15 ft. from you. If the summoned entity is himself, Menma can travel 10 miles from where he entered the Kamui dimension per 5 chakra, being placed in a empty space as close to the point of his choosing as possible.

Kamui Phase. As a bonus action or reaction, Menma makes his body and all items he is carrying intangible. He must spend 1 chakra at the beginning of each of his turns to continue this effect. During this time, he is immune to all effects outside of the Kamui dimension, he can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, he can not take reactions, and his body appears in Kamui.

Replication. As a reaction when a creature Menma can see uses a feature, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Menma may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Menma can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Menma may have 1 of these features memorized at a time.

Sharingan Dodge. As a reaction when an attack is made against Menma, he imposes disadvantage on its attack roll. Menma can use this 3 times, regaining all uses at the end of a short rest.


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