Mujo (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!
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.


Medium humanoid (human), neutral good

Armor Class 18 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 55 ft.

10 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Int +9, Wis +7, Cha +7
Skills Acrobatics +8, Arcana +15, Deception +7, Medicine +7, Perception +7, Sleight of Hand +8
Senses passive Perception 17
Languages Common
Challenge 17 (18,000 XP)

Chakra. Mujo has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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


Multiattack. Mujo makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Mujo may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Mujo can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). Mujo's movement speed doubles, and his movement does not provoke attacks of opportunity.

Summoning Jutsu (22 Chakra). Mujo summons the Hozuki Hound within 5 ft. of him, spending an amount of chakra equal to twice the summoned creature's CR.

Transformation (1+ Chakra). Mujo becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Mujo's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage. Mujo may fly up to 30 feet before making this attack.

Peregrine Falcon Drop (2 Chakra). Mujo leaps up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 15 Strength saving throw. On a failure, they take 11 (2d8 + 2) magical bludgeoning damage as he and the target return to the ground. On a success, they take half as much damage.

Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a DC 17 Dexterity saving throw, taking 38 (10d6 + 3) fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not ignited. At the start of its turn, it takes 11 (2d10) fire damage. At the end of each of its turns, a creature must make a DC 17 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.

Flame Attack (10 Chakra). Melee Spell Attack: +9 to hit, reach 15 ft., one target. Hit: The target is caught on fire for 1 minute. At the start of its turn, it takes 10 (2d10) fire damage.

Flame Capture (10 Chakra). When Mujo uses Flame Attack, its reach is doubled, and the target is thrown up to twice this jutsu's remaining reach or restrained until they succeed the saving throw to end Flame Attack.

Celestial Prison (25 Chakra). One willing or incapacitated creature Mujo can touch is branded with this jutsu. Within 24 hours after having this jutsu cast on them, the target must spend a total of 26 chakra, which they can contribute any amount towards at will. After the 24 hour time limit ends, another 24 hour time limit begins, which functions identically. If the target did not fulfill this requirement, they take a number of fire damage equal to the unfulfilled cost. If they attempt to cast jutsu, any normal chakra spent on the jutsu is contributed to this jutsu's requirement, but counts as half as much for the requirement. If they leave a 5 mile radius of Mujo, they take 6 fire damage at the end of each of their turns. If a creature spends 52 chakra on this jutsu or succeeds a DC 17 Wisdom saving throw when they would take fire damage from this jutsu, if they are targeted by Unsealing Technique, or if a creature who knows this jutsu ends it on them as an action, it ends.


Substitution (3+ Chakra). When Mujo is hit by an attack and would take damage, he decreases the damage by 22 (1d10 + 17) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Mujo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.


Following Kahyo's retirement, Mujo was chosen from the chief guards to be her successor. While his mastery of the prison's ancient techniques were a factor, he was primarily chosen by his predecessor due to his belief in rehabilitation over punishment. During the Mujina Bandits' attempt to kill Kokuri, an ex-member who promised any information he knew on the gang to the Leaf Village in exchange for protection, Mujo assisted the shinobi the Hokage sent, but was betrayed by Benga, who swiped his heart medication to force him into medical arrest, thus taking control. Following Benga's death later that day at the hands of the bandits, Mujo regained his position as warden.

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