Mokusei (Shinobi World Supplement)
Mokusei[edit]
Medium beast (wolf), lawful neutral Armor Class 17 (Natural Armor)
Saving Throws Dex +7, Wis +6 Chakra. The Mokusei has 34 senjutsu chakra points which they can expend. All chakra points are regained at the end of a long rest. Keen Sense. The Mokusei has advantage on Wisdom (Perception) checks that rely on smell. Canine. The Mokusei has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. Ninja Speed. The Mokusei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical services. Endurance. When the Mokusei is targeted by an area effect that lets them make a Constitution saving throw to take only half damage, such as fireball, they instead takes no damage if they succeed on the saving throw, and only half damage if they fail the save. Natural Energy Scent. The Mokusei knows the direction, but not exact location, of every creature within 110 feet. Nature Chakra Sense. The Mokusei may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. It sees 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 it. 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. Wolf Sage Art. Creatures have disadvantage against any saving throws caused by jutsu the Dosei casts. ACTIONSMultiattack. The Mokusei makes two attacks with its unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 1d10 + 3) magical slashing damage. Dance of the Dust Cloud (2 Chakra). The Mokusei uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction. Chakra Fang (2+ Chakra). Melee Spell attack +7 to hit, reach 10 ft., one creature. Hit 20 (4d4 + 1d10 + 3) magical piercing damage. For each chakra point spent above 2, the Mokusei may deal an additional 3 (1d4) damage. Body Flicker (3 Chakra). The Mokusei's movement speed doubles, and their movement does not provoke attacks of opportunity until the end of their turn. Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Mokusei can move across liquid surfaces as if they were solid for 10 minutes. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round. Tracking Technique (7 Chakra). As a bonus action, the Mokusei can see invisible creatures and has advantage on Survival checks until the end of their turn. Chakra Transfer Technique (1+ Chakra). One creature the Mokusei touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest. Field of Raijin (12 Chakra). All creatures in a 15-foot radius up to 60 feet from the Mokusei must succeed a DC 16 Constitution saving throw. On a failure, they are restrained for 1 minute and take 14 (2d8 + 4) lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success. Lightning Fish (7 Chakra). The Mokusei creates a Lightning Fish within 10 feet of them. Raijū Art (10 Chakra). The Mokusei becomes immune to lightning damage for 1 minute. When they would take lightning damage, they instead regain a number of chakra points equal to 1/4 of the damage dealt, rounded down. This effect does not happen on lightning damage with an effect that negates immunity, such as an Onyx Chidori. REACTIONSSubstitution (3+ Chakra). When the Mokusei is hit by an attack and would take damage, they decrease the damage by 17 (1d10 + 12) and teleports 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. The Mokusei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Living among the main ring around Okuriokami Oasis alongside the Tennosei, Dosei and Kasei, the Mokusei are a class of sage wolf whose duty it is to maintain the oasis' odd temporal state. Through what mechanism is unknown, even to the Mokusei themselves, having been put in place hundreds of years ago; some believe by the Sage of Six Paths himself, though this may be slightly inaccurate. What is known, however, is that once a day every Mokusei directs a simultaneous blast of lightning at the moon above. Many younger Mokusei bear burn marks on their brown pelts. |
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