Monju (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Monju[edit]

Medium humanoid (human), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 39 (6d8 + 12)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 10 (+0)

Saving Throws Str +3, Dex +7
Skills Acrobatics +7, Perception +4, Sleight of Hand +7, Stealth +7
Senses passive Perception 14
Languages Common
Challenge 6 (2,300 XP)


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

Disfigured. Monju has disadvantage on any d20 rolls he would add his Charisma modifier to.

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

Silent Killing. Once per turn when Monju has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Multiattack. Monju makes 2 unarmed strike, piano wire, or kunai attacks.

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

Piano Wire. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Monju may make an additional attack with this weapon as a bonus action, dealing 3 (1d6) slashing damage on a hit.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Monju may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) slashing damage on a hit.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Monju's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Monju 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 Monju 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, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

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

Earth Spider Sewing (2 Chakra). As an action, Monju creates a trap in a 5 foot square area, leaving a 5 ft. tail of wire for him to grab. Monju may tie multiple traps' tails together. Creatures may attempt a DC 15 Wisdom Perception check to find the trap.

Earth Spider Spring. As a bonus action while holding a trap's wire tail, the creature within the trap must attempt a DC 15 Dexterity saving throw. On a failure, they and their right and left legs take 8 (1d8 + 4) magical slashing damage.

Wire Bind (5 Chakra). One creature Monju can touch must attempt a DC 15 Strength saving throw. On a failure, they take 7 (1d6 + 4) magical slashing damage, become restrained, and gain a 5 ft. tail of wire to hold on to. On a success, they take half as much damage. They may retry this saving throw as an action, ending its effect early on a success. This effect lasts until Monju drops the wire tail.

Wire Bind Tighten. As a bonus action while Monju is holding the wire tail of one creature restrained by Massacre Method Formation, they takes 6 (1d4 + 4) magical slashing damage.

Murderous Grasp (7 Chakra). When Monju makes a piano wire attack, the attack's reach increases by 5 ft. and it targets every creature in a line with a length equal to its range or reach.

Wire Cage (4+ Chakra). Any creatures of Monju's choice within a 10 ft. radius must make a DC 15 Strength saving throw or be pushed back 10 ft. and knocked prone. Until the end of his next turn, if a creature enters this range after the initial use, they must succeed a DC 15 Dexterity saving throw or take 7 (1d6 + 4) magical slashing damage. The wire cage has 11 hit points and 12 AC, and any attacks against a creature within the wire cage from outside of it, or vice versa, target the wire cage instead. If a creature reduces the wire cage to 0 hit points with a melee attack, he may cast Wire Bind on them as a reaction for 2 chakra.

Wire Jump (4 Chakra). Monju moves up to 20 ft. in any direction of his choice, including straight up.

REACTIONS

Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 6) 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. The genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Wire Cage (10+ Chakra). When Monju is targeted by a ranged attack, any creatures of Monju's choice within a 10 ft. radius must make a DC 15 Strength saving throw or be pushed back 10 ft. and knocked prone. Until the end of his next turn, if a creature enters this range after the initial use, they must succeed a DC 15 Dexterity saving throw or take 7 (1d6 + 4) magical slashing damage. The wire cage has 11 hit points and 12 AC, and any attacks against a creature within the wire cage from outside of it, or vice versa, target the wire cage instead. If a creature reduces the wire cage to 0 hit points with a melee attack, he may cast Wire Bind on them as a reaction for 2 chakra.

Wire Jump (4 Chakra). Immediately after Monju is moved against his will, he moves up to 20 ft. in any direction of his choice, including straight up.

Monju.png
[Source].

A member of the Shinobazu, a small team of dropout academy students turned rogue nin hiding out in the Land of Forests, Monju made a living attacking homes and cargo ships. Like the rest of his team, he made sure to kill any survivors to ensure they wouldn't be attacked by anyone seeking revenge. In an attempt to break Gantetsu, a member of their organization who had been apprehended by the authorities shortly after stealing a large sum of money from the group, Monju attacked the transport he was being carried on, but was quickly defeated by Naruto and Lee.


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