Sarutahiko (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.

Sarutahiko[edit]

Medium humanoid (Monkey), lawful neutral


Armor Class 17 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 16 (+3) 8 (-1) 14 (+2)

Saving Throws Wis +4, Cha +7
Skills Arcana +8, Intimidation +7, Nature +8, Sleight of Hand +9
Senses passive Perception 9
Languages Common
Challenge 14 (11,500 XP)


Chakra. Sarutahiko has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Sarutahiko 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. Sarutahiko can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dexterous Mind. Sarutahiko may forgo his action to take two bonus actions.

Sage Meditation. As a full turn action, Sarutahiko becomes blind and prone until the beginning of his next turn, and 4 points of Sarutahiko's normal chakra becomes senjutsu chakra.

Senjutsu Chakra. Some of Sarutahiko's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Sarutahiko can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified.

Nature Chakra Sense. Sarutahiko may take the search action as a bonus action. When Sarutahiko takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Sarutahiko can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 1d10 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Sarutahiko 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.

Sage Art. As part of another jutsu, Sarutahiko either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Transformation: Adamantine Staff (5 Chakra). Sarutahiko becomes a simple, two-handed, finesse weapon taking the form of a thick staff. Any creature wielding it can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and dealing 13 (3d4 + 1d10) magical bludgeoning damage on a hit unless their unarmed strike damage die is higher. Sarutahiko can spend his action in this form to end this effect, or increase this weapon's reach by +5 ft. until the beginning of his next turn for every 2 chakra spent, or use Adamantine Prison Wall, and he can not take other actions or move.

Fangs of the Monkey King (5 Chakra). As a bonus action while Transformation: Adamantine Staff is active, Sarutahiko takes one action of his choice that he would not normally be able to make in his staff form as if he where anywhere within his wielder's reach.

Adamantine Seal: Monkey Yang Suppression (3 Chakra). One creature within 60 ft. of Sarutahiko must attempt a DC 17 Strength saving throw. On a failure, they become restrained. They may retry this saving throw at the end of each of their turns, ending this effect early on a success, and taking 5 (1d4 + 3) magical bludgeoning damage on a failure. Sarutahiko must spend 3 chakra at the end of each of your turns to maintain this jutsu.

Starch Syrup Gun (8 Chakra). Ranged Spell Attack: +9 to hit, range 30/60 ft., one target. Hit: the target is restrained for 1 minute. They or one creature touching them may attempt a DC 17 Strength saving throw as an action, ending this effect early on a success.

Sage Levitation (1 Senjutsu Chakra). Sarutahiko gains a flying speed equal to his movement speed. He must spend 1 senjutsu chakra at the end of each of his turns to maintain this effect.

Adamantine Sage Arms (8 Chakra). One creature Sarutahiko touches sprouts up to 4 additional arms for 1 minute. These arms are fully prehensile and act exactly as their existing arms do. While a creature has these arms, they gain an additional reaction which they may only use to impose disadvantage on one attack against them.

Sage Nature Record Reading (18 Senjutsu Chakra). Sarutahiko communes with the natural energy's memory of what happened within it. He can ask the energy up to five questions. The energy knows the combined knowledge every creature that died in the area up to 10 years ago. Answers are usually repetitive, cryptic, or contradictory due to similar overlapping memories, and the energy is only able to communicate in visual images without text that appear vividly in his mind.

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

Leaf Gust (8 Chakra). Sarutahiko makes an unarmed strike against every creature within 10 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: The target moves 30 feet in a direction of Sarutahiko's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Sarutahiko gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Sarutahiko casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Sarutahiko's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 1d10 + 4) magical bludgeoning damage. Sarutahiko may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: The target is restrained until Sarutahiko is not within 10 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Sarutahiko using this jutsu.

Heavenly Foot of Pain (12 Chakra). One creature within 10 feet and every creature except Sarutahiko within 5 feet of them must attempt a DC 17 Strength saving throw. On a failure, the original target takes his unarmed strike's 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.

Cranial Eighth Sword (3 Chakra). Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 17 (3d4 + 1d10 + 4) magical piercing damage.

REACTIONS

Substitution (3+ Chakra). When Sarutahiko is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Sarutahiko can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

The Great Guru of Saiyuki Valley, Sarutahiko is the prior Lesser King, once being second only to Son Gokū himself. Ancient even by the standards of own his son, the current Lesser King Enma, his health and rank have given way to sagely wisdom and personal respect, having the greatest understanding of natural energy and chakra. Unlike the other great sages, who have studied natural energy in a vacuum or in medical ninjutsu, Sarutahiko has a deep understanding of its "earthly interactions" with human chakra, particularly in taijutsu. Due to being one of the great sages, he remembers the days of the Sage of Six Paths and his ideals, making him pity the warring eras of man rather than holding mankind in contempt like many of his youngers.


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