Sanshouo (Shinobi World Supplement)
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Sanshouo[edit]
Large construct (Puppet), unaligned Armor Class 20 (Natural Armor)
Saving Throws Str +8, Dex +8, Con +9 Puppet. Sanshouo can not act on its own, and must be controlled by a creature with the Path of the Puppetmaster. Torso Weapons. Sanshouo's attacks automatically hit creatures it is grappling. Barrel Chest. Creatures grappled by Sanshouo are also restrained. Puppet Tank. Sanshouo's puppetmaster may choose to allow creatures within its space to enter it as a bonus action. Creatures within Sanshouo can not affect or be affected by anything outside of Sanshouo, and move with it when it moves. Creatures may exit Sanshouo as a bonus action, and automatically exit when Sanshouo drops to 0 hit points. ACTIONSUnarmed Strike. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 3) bludgeoning damage. Fire Spit (1/Day). All creatures within 5 ft. of one point within 30 ft. of Sanshouo must attempt a DC 15 Dexterity saving throw. On a failure, they take 17 (3d8 + 3) fire damage. On a success, they take half as much damage. Poison Spit (1/Day). All creatures within 5 ft. of one point within 30 ft. of Sanshouo must attempt a DC 15 Constitution saving throw. On a failure, they take 17 (3d8 + 3) poison damage and become poisoned for 1 minute. On a success, they take half as much damage and are not poisoned. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
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Shaped like a great salamander, befitting its namesake, Sanshouo is the most outright defensive of Suna's puppet force, acting less like a puppet and more like a ninja tank. It shares the same origin and use as Kuroari and Karasu, though its bulky nature makes it finicky to use for less experienced puppet masters. |
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