Sasori (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.

Sasori[edit]

Medium construct (human), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 73 (21d8 - 21)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 9 (-1) 18 (+4) 16 (+3) 12 (+1)

Saving Throws Str +7, Dex +9, Con +5, Int +10, Wis +9
Skills Arcana +10, History +10, Insight +9, Medicine +9, Perception +9
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 19
Languages Common
Challenge 20 (25,000 XP)


Chakra. Sasori has 50 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Sasori is targeted by an area effect that lets his make a Wisdom or Intelligence 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. Sasori can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Automaton. Sasori can only regain hit points if he spends at least 1 hour repairing himself during a short or long rest. Additionally, Sasori counts as a puppet for any of his jutsu.

Human Puppeteer. Any of Sasori's pupperts that are not constructs gain the following:

  • It is a construct.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • It has the same proficiency bonus as Sasori (+6).
  • It has 25 chakra points.
  • It can only regain hit points if Sasori spends a least 1 hour repairing it during a short or long rest.
  • It has 10 hit dice.

Puppet Master. Sasori is in possession of Hiruko, the Third Kazekage, and 100 Generic Shinobi.

ACTIONS

Multiattack. Sasori makes three unarmed strike, stinger cable, or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d4 + 9) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 11 (1d4 + 9) piercing damage. Sasori 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.

Secret Poison. Sasori may coats one of his damage sources, except his flamethrower, in poison that lasts for 1 hour. If a creature takes damage from it, they must attempt a DC 30 Constitution saving throw. On a failure, the target becomes poisoned for 3 days. While poisoned in this way, they are also paralyzed. The creature may retry this saving throw at the end of each hour, ending this effect early on a success. If the creature remains poisoned in this way for 3 days, they die instantly. If Sasori is being used as a puppet, the puppet master can not take this action.

Chakra Threads (2 Chakra). Sasori creates chakra threads that have 20 hit points and immunity to all damage except magical slashing. When he takes the Attack action, he can replace an attack with a grapple check against a Huge or smaller creature within 60 feet. Sasori may use Arcana for this grapple check. Creatures grappled in this way become restrained.

Control Puppet. As an action or bonus action while Chakra Threads is active, Sasori controls up to 3 puppets within 40 feet. While controlling his puppet(s), he can choose whether he or one puppet takes his action, bonus action, and/or reaction, and both he and his puppet can take their movement. If a puppet leaves the range of his movement speed, he loses control of it. If he can make more than 1 attack when he takes the Attack action, he may make an attack with multiple puppets or multiple attacks with a single puppet.

Strategic Manipulation. One creature that is restrained by Sasori's chakra threads moves up to 60 feet and takes an action. For this action, it is not considered restrained. This action cannot be an action Sasori cannot take.

Stinger Cable. One creature within 20 ft. must attempt a DC 17 Dexterity saving throw. On a failure, they take 16 (2d6 + 9) piercing damage. On a success, they take half as much damage. Sasori can not use this again until the end of their next turn.

Flamethrower (1 Chakra). Ranged Weapon Attack: +9 to hit, range 75/120 ft., one target. Hit: 18 (2d8 + 9) fire damage.

Water Cutter (1 Chakra). Ranged Weapon Attack: +9 to hit, range 75/120 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

Red Secret Technique: Dance of a Hundred Puppets (3+ Chakra). This can be done at will at the beginning of each of Sasori's turns. For every 3 chakra spent, Sasori can control 1 additional puppet until the beginning of his next turn.

Red Secret Technique: Machinery Triangles (4 Chakra). One of Sasori's puppets drops to 0 hit points, and all creatures within a 20 ft. radius of it must attempt a DC 17 Constitution saving throw. On a failure, they take 32 (6d6 + 9) fire damage. On a success, they take half as much damage.

Rear Rotor Slipstream (6 Chakra). Sasori's movement speed increases by 10 ft., and any creature that ends their turn within 5 ft. of him take (1d12 + 9) slashing damage.

Poison Mist Hell: Hundred Continuous Firing (4+ Chakra). When Sasori takes the Attack action, one puppet Sasori is controlling makes an additional attack. Sasori can spend 4 additional chakra to make an additional attack to a maximum of 6 total attacks.

REACTIONS

Substitution (3+ Chakra). When Sasori is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Sasori can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Mechanical Light Shield Block (1+ Chakra). When a creature within 5 feet of one puppet Sasori is controlling would take damage, the damage taken is decreased by 9 (2d4 + 4). For every chakra point spent above 1, the damage the creature takes is reduced by 2.

Sasori_-_Akatsuki.png
Sasori and one of his puppets.

Sasori was born a member of the Hidden Sand Village. Being orphaned at a young age by Sakumo Hatake, he lived with his grandmother, Chiyo, one of the most achieved puppet masters in the world, who taught him her art, resulting in the creation of Mother and Father, followed by numerous others. During the Third Shinobi World War, the youth's control over his puppets spilled so much blood on his homeland's deserts to earn him the name Sasori of the Red Sand. However, combat was not his primary goal, instead wanting to create a perfect art that lasts forever. In search of this eternal art, he converted his own body into a puppet, and went rogue and joined the Akatsuki at the age of 15. Within 10 years of leaving, he assassinated the Third Kazekage, turning him into a puppet. While initially paired with Orochimaru, he was spent most of his time with his workplace rival Deidara. But despite his best efforts, he was lonely. When his grandmother and Sakura of Team Kakashi came looking for the Kazekage, whom he had assisted in kidnapping, he allowed his heart to be pierced by the first puppets he had ever created, finally finding peace in his parents' embrace.



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