Otsutsuki Puppet (Shinobi World Supplement)

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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.

Otsutski Puppet[edit]

Medium construct (Puppet), unaligned


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2)

Saving Throws Str +8, Dex +8, Con +8
Skills Acrobatics +8, Arcana +7, Deception +7, Sleight of Hand +8, Stealth +8
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 12
Languages Common
Challenge 15 (13,000 XP)


Chakra. The Otsutski puppet has 18 chakra points which it can expend. All chakra points are regained at the end of a long rest. A creature controlling the Otsutski puppet can spend this chakra.

Independent Puppet. Despite being a puppet, the Otsutski puppet is fully intelligent. While not being controlled by a creature with the Path of the Puppetmaster, the Otsutski puppet continues to carry out the last order given to it in the most basic way possible.

Wholly Resistant. When the Otsutski puppet isn't being controlled and is targeted by an area effect that lets him make a saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. The Otsutski puppet can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Puppet Blast (3 Chakra). All creatures in a 10 ft. radius up to 40 ft. from the Otsutsuki puppet must attempt a DC 16 Dexterity saving throw. On a failure, they take 7 (2d4 + 2) force damage. On a success, they take half as much damage. Whenever the puppet can make an unarmed strike, it may use its Puppet Blast instead.

Puppet Chakra Sword (10 Chakra). The puppet's unarmed strikes gain an additional 10 ft. of reach, a +2 bonus to their attack and damage rolls, deal force damage, and count as a weapon attack for the sake of More Useful Weapons for 1 minute.

Otsutsuki Flight (4 Chakra). As a free action, the Otsutsuki puppet gains a flying speed equal to its movement speed. The puppet must spend 1 chakra at the end of each of his turns to maintain this effect.


Otsutsuki_Clan_Puppets.jpg
[source].

Originally designed by Hamura Otsutsuki's followers to assist in their day-to-day lives in the Land of the Moon, thus improving their meditation, it didn't take long for the Otsutsuki Clan's puppets to become weapons of war. When Indra's way of ninjutsu became a tangible threat, they were given emitters to turn their chakra into explosions and weapons. During the war of the main and branch family of the Hamura Clan, many of these puppets were deployed and destroyed. When the moon's residents dwindled to only one, they were used as the primary force sent to kidnap the Byakugan Princess, and later hijacked by an interloper to attempt to capture Shukaku.


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