Nekomata (Shinobi World Supplement)
From D&D Wiki
Nekomata[edit]
Medium beast (cat), lawful neutral Armor Class 16 (Natural Armor)
Saving Throws Dex +6, Con +5, Int +6 Chakra. Nekomata has 19 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Nekomata is targeted by an area effect that lets it make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save. Ninja Speed. Nekomata can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. ACTIONSUnarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Cat Genjutsu (10+ Chakra). Nekomata creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube in a spot that he can see within 30 ft. that lasts for 1 minute. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted, and Nekomata may cause any creature within range to become invisible. Nekomata can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). Nekomata may change this illusion at will and move it as an action while it is within range. If a creature succeeds a DC 13 Investigation check as an action, it is revealed to be false and they may choose to not experience it at will. Nekomata may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent. Chakra Fang (2+ Chakra). Melee Spell attack +7 to hit, reach 5 ft., one creature. Hit 12 (3d4 + 4) magical piercing damage. For each chakra point spent above 2, Nekomata may deal an additional 2 (1d4) damage. Feline Vanish (2 Chakra). Nekomata becomes unable to be smelled or heard until the end of his next turn. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Nekomata 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 he 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 them have disadvantage. REACTIONSSubstitution (3+ Chakra). When Nekomata is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 6) 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. Nekomata can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Leader of a large community of ninja cats within his cat-shaped palace in the Land of Claws, Nekomata is what is referred to as a "bakeneko" in ninja cat communities, a large, incredibly strong ninja cat with a forked tail. Due to his reclusive nature, his strength, and the rarity of bakeneko, his paw print is considered extremely valuable. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World