Sadai (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.

Sadai[edit]

Medium humanoid (human), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 71 (13d8 + 13)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 8 (-1)

Saving Throws Con +5, Cha +3
Skills Acrobatics +7, Sleight of Hand +7, Stealth +7, Survival +5
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


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

Discernment. When Sadai is targeted by an area effect that lets him make a Intelligence or Wisdom saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

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

ACTIONS

Multiattack. Sadai makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sadai may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Sadai can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). Sadai's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Sadai becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Multi Mud Wall (6+ Chakra). As a bonus action, Sadai creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Sadai may create an additional wall within 5 feet of himself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Headhunter (6 Chakra). Sadai gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Earth Spear (6 Chakra). Sadai gains a +5 bonus to his damage reduction and damage threshold to any damage that is not lightning damage, and becomes vulnerable to lightning damage. He must spend 3 chakra at the beginning of each of his turns to maintain this effect.

Fissure (3 Chakra). Sadai creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 15 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 15 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 13 (3d6 + 3) force damage and is pushed to the top.

REACTIONS

Substitution (3+ Chakra). When Sadai is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. Sadai can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Mud Wall (4 Chakra). When Sadai is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.

Multi Mud Wall (6+ Chakra). When Sadai is targeted by an attack or Dexterity saving throw, he creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Sadai may create an additional wall within 5 feet of himself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Rock Armor (8 Chakra). When Sadai is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn.

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[Source].

Sadai was a wandering mercenary who fought in the Third Shinobi World War. During the time of tense peace between the Third and Fourth War, he was hired to attack a close relative to the Fire Daimyo, who at the time was only being guarded by a squad of genin. Despite being more than confident in being able to take them down, and successfully doing so against Naruto and Sakura, Sasuke's Sharingan-enhanced abilities were far more than he could handle. Had Kakashi not arrived, it's likely Sasuke would have killed him for his insults regarding the Uchiha clan. Instead, he was hauled of to one of the Hidden Leaf Village's prisons.


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