Misaru (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.

Misaru[edit]

Medium humanoid (Monkey), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 32 (5d8 + 10)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 8 (-1) 14 (+2)

Saving Throws Dex +6, Int +6
Skills Acrobatics +6, Performance +5, Persuasion +5, Sleight of Hand +6
Senses passive Perception 9
Languages Common
Challenge 5 (1,800 XP)


Chakra. Misaru has 22 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Misaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Sage Meditation. As a full turn action, Misaru becomes blind and prone until the beginning of his next turn, and 4 points of Misaru's normal chakra becomes senjutsu chakra.

Senjutsu Chakra. Some of Misaru's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Misaru can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified.

Nature Chakra Sense. Misaru may take the search action as a bonus action. When Misaru takes the search action, he may also attempt a DC 14 Arcana 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.

ACTIONS

Multiattack. Misaru can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Misaru 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.

Transformation: Adamantine Staff (5 Chakra). Misaru becomes a simple, two-handed, finesse weapon taking the form of a thick staff. Any creature wielding it can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and dealing 10 (2d4 + 1d10) bludgeoning damage on a hit unless their unarmed strike damage die is higher. Misaru can spend his action in this form to end this effect, or increase this weapon's reach by +5 ft. until the beginning of his next turn for every 2 chakra spent, or use Adamantine Prison Wall, and he can not take other actions or move.

Fangs of the Monkey King (5 Chakra). As a bonus action while Transformation: Adamantine Staff is active, Misaru takes one action of his choice that he would not normally be able to make in his staff form as if he where anywhere within his wielder's reach.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Misaru makes two unarmed strikes

Leaf Gust (8 Chakra). Misaru makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Misaru's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Misaru gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Misaru casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Misaru's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage. Misaru may fly up to 30 feet before making this attack. This can be used as a bonus action.

Kirin Preparation (20 Chakra). Misaru covers a 120 ft. radius area around him in storm clouds for 1 minute.

Kirin (10 Chakra). While underneath a storm cloud, each creature in a 15 foot radius of a point up to 120 ft. from Misaru must make a DC 14 Dexterity saving throw. On a failure, they take 38 (10d6 + 3) lightning damage, or half as much on a success. After this jutsu is used, the storm clouds dissipate.

REACTIONS

Substitution (3+ Chakra). When Misaru is hit by an attack and would take damage, they decrease the damage by 12 (1d10 + 7) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Misaru can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

A member of the new generation of monkeys from Saiyuki Valley, Misaru is the youngest of the Saru brothers. He is the only sage monkey known to need glasses, of which he had to procure from the Land of Lighting, though most other sage monkeys doubt they do him much good. Misaru is incredibly curious about the world beyond the valley, and envies Enra for having a human summoner, even if he has only been summoned once or twice. While he takes pride in having copied such an elite jutsu as Kirin, his contemporaries believe it to be incredibly shortsighted, as its preparation would leave him too drained to use it, and otherwise leaves his trump card at the whims of nature.


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