Rainenmaru (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.

Rainenmaru[edit]

Huge beast (koi), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 114 (12d8 + 60)
Speed 15 ft., swim 80 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +7, Cha +3
Skills Acrobatics +7, Intimidation +3, Nature +3, Stealth +7
Senses passive Perception 10
Languages Understands Common, but can not speak
Challenge 8 (3,900 XP)


Chakra. Rainenmaru has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Rainenmaru is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Ninja Speed. Rainenmaru can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Water Breathing. Rainenmaru can breathe only underwater.

ACTIONS

Multiattack. Rainenmaru can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Rainenmaru makes two unarmed strikes

Leaf Gust (8 Chakra). Rainenmaru 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 Rainenmaru's choice and takes 10 (2d4 + 5) bludgeoning damage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Rainenmaru'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: 10 (2d4 + 5) bludgeoning damage. Rainenmaru may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is restrained until Rainenmaru is not within 5 feet or the beginning of his next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Rainenmaru using this jutsu.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except Rainenmaru within 5 feet of them must attempt a DC 16 Strength saving throw. On a failure, the original target takes 10 (2d4 + 5) bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

REACTIONS

Substitution (3+ Chakra). When Rainenmaru is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Rainenmaru can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

One of the great koi of the Hidden Waterfall Village, Rainenmaru is a black koi that towers over any human. While easily as strong as Ryumaru, Rainenmaru's violent tendencies and less brilliant appearance left him in the hands of Suien, Shibuki's teacher.


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