Ryumaru (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Ryumaru[edit]

Huge beast (koi), lawful neutral


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, Arcana +3, Medicine +3, Nature +3
Senses passive Perception 10
Languages Understands Common, but can not speak
Challenge 8 (3,900 XP)


Chakra. Ryumaru has 36 black chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Water Breathing. Ryumaru can breathe only underwater.

ACTIONS

Multiattack. Ryumaru 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, Ryumaru makes two unarmed strikes.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Ryumaru's choice.

Dragon God Transformation. Ryumaru gains the following:

  • Ryumaru's Dexterity increases by 2 to a maximum of 26, and thus any non-jutsu attack and damage rolls, and his AC are increased by +1.
  • Ryumaru's movement speed increases to 80 feet and he can breath air.
  • Ryumaru loses 4 chakra points at the end of each of his turns.

REACTIONS

Substitution (3+ Chakra). When Ryumaru 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. Ryumaru can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Something of a royal heirloom for the head of the Hidden Waterfall Village, Ryumaru is a crimson white catfish that towers over any human. Following Hisen's death near the very end of the Third Shinobi World War, Ryumaru's contract was passed down to Shibuki.


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