San (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.

San[edit]

Medium humanoid (human), chaotic neutral


Armor Class 18 (Natural Armor)
Hit Points 49 (9d8 + 9)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 18 (+4)

Saving Throws Con +5, Cha +8
Skills Acrobatics +7, Insight +4, Perception +4, Persuasion +8
Senses passive Perception 14
Languages Common
Challenge 9 (5,000 XP)


Chakra. San has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When San is targeted by an area effect that lets him make a Dexterity 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. San can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. San makes 2 unarmed strike, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 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. San 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, San can move across liquid surfaces as if they were solid. If he is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

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

Transformation (1+ Chakra). San 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 13 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.

Summoning Jutsu (9-12 Chakra). San summons his bird, Ichi or Ni anywhere within 5 feet of him for 1 minute, spending as much chakra as their CR.

Casualty Puppet (15+ Chakra). San absorbs the corpse of one creature that has been dead for no longer than 1 minute within 5 feet. While a creature is absorbed, he gains 3 jutsu or proficiencies they had. San may have up to 4 creatures absorbed. Each corpse has 15 AC and 10 hit points, and manifests somewhere on his body. If a corpse is reduced to 0 hit points, it no longer counts as absorbed.

San may make a number of additional actions or reactions equal to the number of creatures absorbed, but must spend a number of chakra equal to the number of creatures absorbed + 1 per action or reaction, regaining all uses at the beginning of his next turn. After spending this chakra, he must attempt a DC 15 Charisma saving throw. On a failure, he goes berserk until the end of his next turn.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of San that can hear him gains a +4 bonus to their attack and damage rolls until the end of their next turn.

Understanding the Enemy. As a bonus action, San makes a DC 15 Insight check against one creature he can see within 30 feet. On a success, he learns one of their ability modifiers of his choice, or if they are above or below half their maximum hit points.

IQ200 (4 Chakra). When San takes the Attack action and only makes attacks against a creature he has successfully used Understanding the Enemy on, he gains a second action for that turn. This action can not be used to take the Attack action or cast a jutsu that can be cast as an action, but he can use it to cast a jutsu that can be cast as a bonus action.

REACTIONS

Substitution (3+ Chakra). When San is hit by an attack and would take damage, he decreases the damage by 14 (1d10 + 9) 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. San can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

San.png
[Source].

When Hiruko put Kakashi under genjutsu to bring him to Mount Shumisen to steal his Sharingan, Ichi, Ni and San were deployed to stop anyone from interfering. San was deployed to stop Team Asuma, not including their leader. While he and his bird were able to handle his adversaries relatively well, his companions were not so lucky. Instead, he summoned and absorbed them before being abruptly summoned back to Hiruko himself. When the Konoha 11, not including Naruto and Sakura stormed the castle, they faced off with this new, more powerful San, just barely beating him with a combined assault.


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