Moryo (Shinobi World Supplement)

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Moryo[edit]

Gargantuan elemental (Pseudo-Tailed Beast), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 171 (18d8 + 90)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 16 (+3) 12 (+1) 16 (+3)

Saving Throws Con +10, Wis +6, Cha +8
Skills Acrobatics +7, Arcana +8, Deception +8, History +8, Perception +6
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Moryo has 76 red chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Moryo is targeted by an area effect that lets him make a 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. Moryo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Otherworldly Beast. Moryo must spend 1 less chakra on all jutsu (included in actions), he regains 10 hit points at the start of each of his turns, he has advantage on Strength and Dexterity checks and saving throws, and has a damage reduction of 5.

Serpentine. Moryo counts as one size smaller while squeezing. Creatures Moryo is grappling become restrained, and he may grapple up to 5 creatures at a time.

ACTIONS

Multiattack. Moryo makes an attack with his unarmed strikes or uses his Otherworldly Beam 3 times.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (5d4 + 2) necrotic damage.

Hidden Chakra. As a bonus action, Moryo regains 16 chakra points.

Chakra Transfer (1+ Chakra). Moryo grants one creature he can touch a number of red chakra equal to the amount he spends.

Raise Ghost Army (10 Chakra). Moryo creates one ghost soldier anywhere within 15 feet. If Moryo dies, any ghost soldiers, including those not made by him, become unconcious.

Otherworldy Beam (3 Chakra). Every creature within a 60 ft. line must attempt DC 16 Dexterity saving throw, taking 10 (2d6 + 3) necrotic damage on a failure, or half as much on a success.

Tendril Barrage (3 Chakra). As a bonus action, Moryo makes three unarmed strikes

Sweep (8 Chakra). Moryo makes an unarmed strike against every creature within 15 feet.

Otherworldly Shockwave (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (5d4 + 2) necrotic damage and the target moves 30 feet in a direction of Moryo's choice.

REACTIONS

Snakelike Substitution (3+ Chakra). When Moryo is hit by an attack and would take damage, he decreases the damage by 23 (2d6 + 16). Moryo can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Binding Snake Glare. When a creature within 15 ft. makes an attack, Moryo attempts to grapple them.

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[Source]

Long ago, when Moryo first came to Earth, he raised an army of moving statues to serve him in his quest to conquer the world. As the war raged, its interplanetary nature became lost, instead being seen as a demon. While the Ghost Army was impenetrable to conventional attacks, the shinobi's mastery of the elements were not expected. When Moryo was sealed, its soul separated from its body, the Ghost Army was buried with its soul. Similar to the Tailed Beasts, he is a mass of raw energy, potentially belying an Otsutsuki origin. Many power-hungry shinobi attempted to use Moryo's power for themselves, such as Yomi. Every time, Moryo's overwhelming spirit overcame theirs, corrupting them until it was resealed, such as by Miroku or Shion. It took the combined power of both shrine maidens and Naruto Uzumaki's legendary power to finally take Moryo down once and for all.


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