Moguranmaru (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.

Moguranmaru[edit]

Medium beast (mole), unaligned


Armor Class 16 (Natural Armor)
Hit Points 60 (8d8 + 24)
Speed 40 ft., burrow 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Saving Throws Str +6, Dex +6, Con +6
Skills Acrobatics +6, Athletics +6, Investigation +2, Perception +4, Survival +4
Senses passive Perception 14
Languages Understands Common but can not speak
Challenge 6 (2,300 XP)


Chakra. Moguranmaru has 19 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Tunneler. Moguranmaru can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Keen Senses. Moguranmaru has advantage on Wisdom (Perception) checks that rely on smell or touch.

ACTIONS

Unarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Chakra Fang (2+ Chakra). Melee Spell attack +7 to hit, reach 5 ft., one creature. Hit 12 (3d4 + 4) magical piercing damage. For each chakra point spent above 2, Moguranmaru may deal an additional 2 (1d4) damage.

Leaf Gust (8 Chakra). Moguranmaru makes an unarmed strike against every creature within 30 feet.


Moguranmaru.png
[Source].

A specially-trained giant mole from the Hidden Grass Village, Moguranmaru is Muyami's personal summon. While the Grass's giant moles are typically considered nothing more than massive pests, Moguranmaru is proof that helpful summons can come from anywhere, though he was ultimately killed in his summoner's fight with Shino Aburame.


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