Miroku (Shinobi World Supplement)
From D&D Wiki
Miroku[edit]
Medium humanoid (Shion), lawful good Armor Class 15 (Natural Armor)
Saving Throws Int +9, Wis +7 Chakra. Creature has 36 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, and can move along vertical surfaces. 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. ACTIONSMultiattack. Miroku makes 3 attacks with her unarmed strikes or kunai. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 1) magical bludgeoning damage. Kunai (0-3 Chakra). Thrown Weapon Attack: +5 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 17 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 18 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). While a creature is under the effects of this jutsu, Miroku can spend 4 chakra as a bonus action to cure them of one condition and cause them to shed dim light for 60 feet. Shrine Seal (10+ Chakra). One creature within 60 ft. must succeed a DC 18 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. REACTIONSBell 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). While a creature is under the effects of this jutsu, Miroku can spend 4 chakra as a bonus action to cure them of one condition and cause them to shed dim light for 60 feet. Sight Beyond Sight. When Miroku or a creature she can see within 60 feet of her makes an attack roll, an ability check, or a saving throw, Miroku decides whether the number rolled is the minimum needed to succeed or one less than that number (her choice). When Miroku uses this feature, she gains one level of exhaustion. Substitution (3+ Chakra). When Miroku is hit by an attack and would take damage, she decreases the damage by 16 (1d10 + 11) 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 was the high priestess of the Land of Demons, a smaller nation to the west of the Five Great Nations. Being the nation's Kage equivalent, her power was unmatched, regularly battling the demon Moryo to keep him from merging with his body sealed within her shrine. However, with the birth of her daughter Shion, Miroku witnessed the awakening of a power that could one day become even stronger than the demon; the Haraigan. In order to keep Shion from becoming so powerful that, should the demon somehow control her, she would become an unstoppable danger to the world, Miroku forbade any of her guards from teaching her ninjutsu. However, knowing that she needed some form of protection, Miroku sealed a portion of her power within a bell, allowing Shion to call upon it when needed, but weakening herself in the process. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World