Metoro (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.

Metoro Konjiki[edit]

Medium humanoid (Konjiki), lawful evil


Armor Class 15 (Natural Armor)
Hit Points 84 (13d8 + 26)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 18 (+4) 12 (+1) 8 (-1)

Saving Throws Con +6, Cha +3
Skills Acrobatics +5, Sleight of Hand +5, Stealth +5, Survival +5
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Chakra. Metoro has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 1) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Metoro 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, Metoro 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). Metoro's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Metoro 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 16 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.

Basic Clone (3 Chakra). Any creature that can see Metoro must attempt a DC 16 Intelligence saving throw. On a failure, attacks against him have disadvantage, and he has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. Metoro must spend 1 chakra at the end of each of his turns to maintain this effect.

Steel Projectile (8 Chakra). Ranged Spell Attack: +11 to hit, range 30 ft., two targets. Hit: 24 (4d8 + 5) magical bludgeoning damage, and must attempt a DC 17 Strength saving throw. On a failure, they are pushed 10 ft. back and blinded for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. This attack has advantage.

Quarantine Wall (1+ Chakra). Metoro creates a 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has his AC and 30 hit points anywhere he can touch. He must spend his action and 1 chakra to maintain this, and can not move while this jutsu is active. Metoro may increase the wall's hit points by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to Metoro. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If Metoro ends this jutsu before the wall reaches 0 hit points, he regains a number of chakra points equal to 1/4 the wall's number of hit points.

REACTIONS

Substitution (3+ Chakra). When Metoro 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. Metoro can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

A strong, silent shinobi from the Land of Rock, Metoro and his brother Etoro were born with powerful kekkei genkai, in his case the increasingly rare Steel Style. With the end of the Fourth Shinobi World War, the Hidden Rock Village became unable to support itself due to the vast decrease in demand for mercenaries. In order to kickstart their war economy, the Konjiki brothers were deployed to assassinate the Fifth Kazekage, though they were utterly unprepared for his full strength.


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