Nuiba (Shinobi World Supplement)
From D&D Wiki
Nuiba[edit]
Medium monstrosity (wolf), lawful neutral Armor Class 15 (Natural Armor)
Saving Throws Str +3, Dex +2, Con +5 Chakra. The Nuiba has 9 chakra points which they can expend. All chakra points are regained at the end of a long rest. Keen Sense. The Nuiba has advantage on Wisdom (Perception) checks that rely on smell. Canine. The Nuiba has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. Fragile Rings. The first time a critical hit is scored against the Nuiba, it gains a -1 penalty to its AC and loses its bludgeoning rings attack. Nature Chakra Sense. The Nuiba may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. It sees 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 it. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 1d10 + 1) bludgeoning damage. Bludgeoning Rings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 1d10 + 1) magical bludgeoning damage. Chakra Transfer Technique (1+ Chakra). One creature that Nuiba touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest. Sphere of Graves (20 Chakra). At the beginning of the Nuiba's turn, the ground in a 30 ft. radius around it becomes difficult terrain, and creatures on it must succeed a DC 11 Dexterity saving throw or be knocked prone. At the beginning of its next turn, all creatures in a 30 ft. radius up to 120 ft. from the Nuiba must attempt a DC 11 Dexterity saving throw, taking 111 (20d10 + 1) force damage and becoming restrained on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also restrained. This may only be used once, regaining use at the end of a long rest. REACTIONSResist (3-4 Chakra). When the Nuiba takes damage, it loses half as many hit points. The Nuiba may spend 1 additional chakra to not lose its reaction. |
The gargoyle-like guardians of Okuriokami Oasis, the Nuiba were once normal sage wolves. However, when they rebelled against the Golden Wolf Sage, wishing to return to their ancient ways as migratory hunters, they were struck down. From the deep cut in their chest, they were transformed into a horrific image of humanity, who they believed themselves to be so much above. With both their body and mind poisoned, they stand motionless at the edge of the region, defending the oasis autonomously at the whim of the Golden Wolf Sage and often being the lowest summon of the sage region. In secret, many of the Golden Wolf Sage's most trusted ministers, along with the sage herself, have received visions of the Nuiba regaining their original forms, a prophecy that terrifies her. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World