Miroku, Sealed (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search

Miroku[edit]

Medium humanoid (Shion), lawful good


Armor Class 14 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 45 ft.


STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 12 (+1) 20 (+5) 16 (+3) 12 (+1)

Saving Throws Int +8, Wis +6
Skills Arcana +8, Deception +4, History +8, Insight +6
Senses passive Perception 13
Languages Common
Challenge 8 (3,900 XP)


Chakra. Creature has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Miroku is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Miroku can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Danger Warning. Miroku cannot be surprised while conscious, and can add her Intelligence modifier to her initiative rolls instead of her Dexterity modifier.

Chakra Sense. When Miorku takes the search action, she may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. She 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 her. 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.

ACTIONS

Multiattack. Miroku makes 2 attacks with her unarmed strikes or kunai.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 1) bludgeoning damage.

Kunai (0-3 Chakra). Thrown Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Miroku may make one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Miroku becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make an DC 16 Investigation check realize that she is transformed. If the creature saw her 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). Miroku's movement speed doubles, and her movement does not provoke attacks of opportunity for 10 minutes.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Miroku can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Flashing Bell Beams (4 Chakra). Each creature in a 40 ft. line must make a DC 17 Dexterity saving throw. On a failure, it takes 11 (2d8 + 2) radiant damage. Miroku may use this jutsu up to 4 times on a single action, with each additional beam dealing 10 (2d8 + 1) radiant damage.

Bell Barrier Jutsu (6 Chakra). One creature or object within 30 ft. has its damage reduction increased by +6 for 1 minute (concentration).

Shrine Seal (10+ Chakra). One creature within 60 ft. must succeed a DC 16 Strength saving throw or become restrained for 1 minute (concentration). Miroku may increase this jutsu's DC by 1 for every 2 additional chakra spent.

Reaper Death Seal (20 Chakra). Both Miroku and one creature within 15 ft. become paralyzed, and they 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, Miroku dies instantly and the target loses their ability to cast spells and jutsu. At the end of a long rest, they may attempt a DC 17 Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means.

REACTIONS

Bell Barrier Jutsu (6 Chakra). When Miroku is hit by an attack, one creature or object within 30 ft. has its damage reduction increased by +6 for 1 minute (concentration).

Substitution (3+ Chakra). When Miroku is hit by an attack and would take damage, she decreases the damage by 13 (1d10 + 8) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Miroku can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Miroku.png
[Source].

After sealing a portion of her power within a bell gifted to her daughter Shion's, the strength of Miroku's own power was decreased. The next time the Land of Demons came in conflict with Moryo and his followers, she was unable to seal him away without losing her life.



FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: