Momoshiki, Transformed (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.

Momoshiki Otsutsuki[edit]

Medium humanoid (Otsutsuki), chaotic evil


Armor Class 33 (Natural Armor)
Hit Points 342 (36d8 + 180)
Speed 110 ft.


STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 20 (+5) 20 (+5) 10 (+0) 11 (+0)

Saving Throws Dex +16, Int +15
Skills Arcana +15, History +15, Intimidation +10, Perception +14
Senses passive Perception 24
Languages Common
Challenge 34 ( XP)


Chakra. Momoshiki has 75 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Momoshiki has 150 additional chakra points which he can expend. He can regain 50 of these chakra points as a bonus action for 5 chakra not granted by this feature.

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

Ninja Speed. Momoshiki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Rinne Sharingan. Momoshiki benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Momoshiki automatically detects visual illusions and genjutsu and has advantage on saving throws against them.

Byakugan. Momoshiki can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block his Chakra Sense.

Chakra Sense. When Momoshiki takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 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 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.

Dying Breath. At the beginning of each of Momoshiki's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Lasting Form. Momoshiki can can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

ACTIONS

Multiattack. Momoshiki can make 3 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 27 (7d4 + 9) magical bludgeoning damage.

Six Paths Senjutsu (19-24 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Momoshiki becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast until the beginning of his next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and he gains resistance to damage that would otherwise ignore immunity.

Hair Bind (2 Chakra). As a free action, one creature within 10 ft. must attempt a DC 22 Dexterity saving throw. On a failure, they are grappled. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Momoshiki may end this effect as an action to throw them up to 10 feet.

Pheasant Hunter (32 Chakra). Momoshiki creates a pheasant hunter within 10 feet of him, and he may control it as a bonus action on the turn he summoned it.

Monkey Rock (32 Chakra). Momoshiki creates a monkey rock within 10 feet of him.

Inukaitakerunomikoto (4 Chakra). For 1 minute, Momoshiki may move any one inanimate object that is a 10 ft. cube or smaller not being held or worn by a creature or suspended in the air within 120 ft. up to 20 ft. in any direction at will once on his turn. He may make an unarmed strike using an object by spending 5 feet of the object's movement.

Deva Path: Shinra Tensei (4+ Chakra). As an action, or as a reaction for 5 additional chakra when he is targeted by an attack, every creature within a 5 ft. radius must succeed a DC 25 Strength saving throw or take 19 (2d6 + 12) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Momoshiki may not use a Deva Path jutsu again until the beginning of his next turn.

Deva Path: Banshō Ten'in (1+ Chakra). Any creature of Momoshiki's choice within a 10 ft. radius must succeed a DC 25 Strength saving throw or be pulled towards him. Momoshiki can increase this jutsu's range by 5 feet for every additional chakra point spent. Momoshiki can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.

Black Receiver (10 Chakra, 1 Black Receiver). Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 15 (1d6 + 12) magical piercing damage. Momoshiki may spend 1 chakra to deal an additional 3 (1d6) damage up to the difference between the attack roll and the target's AC (maximum 9). The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by Momoshiki.

Rod Heat. As a bonus action, one creature with a black receiver embedded in them takes 14 (1d4 + 12) fire damage per receiver inside them, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.

Reign of the High Emperor: Release. As a bonus action, Momoshiki casts one jutsu he absorbed with Reign of the High Emperor: Absorb. The spell or jutsu uses the spell attack modifier and save DC of the original caster. When Momoshiki rolls for damage, he can increase the damage die by 1 for every additional chakra point spent.

Kaimon (25 Chakra). Momoshiki creates a 5 foot wide swirling hole in space anywhere within 30 feet of him that lasts until the beginning of his next turn. Up to 16 creatures can travel through the Kaimon to any one precise location or creature in any dimension or plane of existence that he knows of his choice.

Chakra Edible Creation. Momoshiki converts the body of a dead creature into a crimson, pill- to baseball-sized, heart-like fruit. After eating it, a creature regains a number of chakra equal to twice the creature's CR. Momoshiki may divide one edible into multiple edibles.

Otsutsuki Flight (4 Chakra). As a free action, Momoshiki gains a flying speed equal to his movement speed. Momoshiki must spend 1 chakra at the end of each of his turns to maintain this effect.

Natural Chakra Suppression. As a free action, Momoshiki can not be sensed by chakra sense, but he can not cast jutsu, though he can maintain them, for 1 minute (concentration).

Amanohabaya. Momoshiki creates up to 3 weapons. They have +2 to attack and damage rolls, and they deal force damage. If he makes more than 3 weapons, any earlier weapons are destroyed.

Crimson Spiral (10 Chakra). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (2d10 + 12) magical bludgeoning damage + 12 (2d10) force damage and the target must succeed a DC 25 Strength saving throw. On a failure, they are pushed 20 feet away from Momoshiki. This jutsu was copied using Reign of the High Emperor: Absorb.

Deep Crimson Spiral (12+ Chakra). Momoshiki creates a 10 ft. radius that's edge is 5 ft. in front of him. On his next turn, as an action, all creatures in this range are targeted by a Crimson Spiral attack. Momoshiki may spend 5 additional chakra to increase this jutsu's range by 5 feet. This jutsu was copied using Reign of the High Emperor: Absorb.

Shadow Possession (2 Chakra). One creature in a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness from Momoshiki attempt a DC 25 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 25 Strength saving throw at the end of each of its turns, ending this effect early on a success. Momoshiki must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, he must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately. This jutsu was copied using Reign of the High Emperor: Absorb.

Thunder (3 Chakra). Each creature in a 25 ft. cone must make a DC 25 Dexterity saving throw. On a failure, the creature takes 23 (2d6 + 12) lightning damage. On a success, they take half as much damage. This jutsu was copied using Reign of the High Emperor: Absorb.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +18 to hit, range 60 ft., three targets. Hit: 19 (2d6 + 12) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 25 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. This jutsu was copied using Reign of the High Emperor: Absorb.

Water Bullet (2+ Chakra). Every creature in a 30 ft. line must make a DC 25 Dexterity saving throw. On a failure, they take 14 (1d4 + 12) magical bludgeoning damage. On a success, they take half as much damage. Momoshiki may increase this damage by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spend separate from the damage increase. This jutsu was copied using Reign of the High Emperor: Absorb.

Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Momoshiki must succeed a DC 25 Dexterity saving throw. On a failure, they take 71 (10d10 + 12) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion. This jutsu was copied using Reign of the High Emperor: Absorb.

Palm Bottom (1+ Chakra). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 22 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Momoshiki's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack, the target must succeed a DC 22 Constitution saving throw or be stunned until the end of Momoshiki's next turn.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Momoshiki's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Momoshiki 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 Momoshiki casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Seal Jutsu Absorption (3+ Chakra). One creature within 5 ft. must succeed a DC 25 Constitution saving throw. On a failure, their total chakra points are reduced by 7 (2d6), and Momoshiki regains a number of chakra points equal to the amount absorbed.

REACTIONS

Reign of the High Emperor: Absorb (5 Chakra). When Momoshiki is targeted by a spell or Jutsu that deals damage that is not taijutsu, he absorbs it. If the spell would have hit creatures other than Momoshiki, they are also not affected.

Reactive Seal Jutsu Absorption (3+ Chakra). When Momoshiki is targeted by a jutsu that is not Taijutsu, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Momoshiki may increase the number of chakra points absorbed by 2 (1d4) for every 2 additional chakra points spent.

Momoshiki_Transformed.png
[Source]

After absorbing Kinshiki, Momoshiki attained a level of power never before seen in the shinobi world. With Kinshiki's taijutsu prowess and a massive amp to his chakra reserves, he quickly dispatched the the rest of the Five Kage before turning his sights back to Naruto and Sasuke. When their combined strength proved too much for even this form, he collapsed from exhaustion. While the rest of the Kage stood back, still cautious of such a powerful foe even while he died, Katasuke, who had only been brought along to research Momoshiki's abilities from afar, foolishly rushed in, using his shinobi gauntlet in an attempt to kill him once and for all. Absorbing the chakra, he used a massive Shadow Possession jutsu to paralyze the Kage before approaching to kill him. With no other option, Sasuke ordered his student to use his Vanishing Rasengan, breaking Momoshiki's concentration. Fueling all of his power into a Deep Crimson Spiral, Naruto likewise combined he and Boruto's power into a massive true Rasengan, overpowering the copied jutsu and finally killing the Otsutsuki. However, Momoshiki had other plans, implanting his Karma within Boruto's right palm.


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