Shamon (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.

Shamon[edit]

Medium humanoid (Kazekage), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Dex +9, Cha +7
Skills Arcana +9, Deception +7, Investigation +9, Perception +7, Stealth +9
Senses passive Perception 17
Languages Common
Challenge 18 (20,000 XP)


Chakra. Shamon has 47 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Puppet Master. Shamon is in possession of three Sanshouo.

ACTIONS

Multiattack. Shamon makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shamon 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.

Chakra Threads (2 Chakra). Shamon creates chakra threads that have 18 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. Shamon 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, Shamon controls 2 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.

Black Secret Technique: Machine One Shot (8 Chakra). One puppet Shamon is controlling forces one creature within its reach to attempt a DC 17 Intelligence saving throw. On a failure, they have disadvantage on all checks and saving throws until the end of their next turn. A creature may choose to take 2d8 + the puppet's Dexterity modifier magical slashing damage and automatically succeeding the saving throw.

Black Secret Technique: Machine Two Shot (4 Chakra). While one puppet Shamon is controlling is grappling a creature, he detaches its limbs and turn them inward. On Shamon's next turn as another action, the target takes 11 (2d10) + the puppet's Dexterity modifier magical slashing damage.

Black Secret Technique: Machine Triple Shot (6 Chakra). While one puppet Shamon is controlling is grappling a creature, any attacks against the creature automatically roll a 20 until the beginning of Shamon's next turn.

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

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

Air Bullet (8 Chakra). Each creature in a 15 ft. line must make a DC 17 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 feet away. If it collides with a creature or object, both take an additional 5 (1d8 + 1) bludgeoning. On a success, they take half as much damage.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 18 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Any creatures of Shamon's choice within a 10 ft. radius gain a +2 bonus to AC and creatures attempting to attack from the other side of this radius have disadvantage for 1 minute (concentration). Reto can spend 2 additional chakra to expand the radius by 5 feet.

REACTIONS

Substitution (3+ Chakra). When Shamon is hit by an attack and would take damage, he decreases the damage by 23 (1d10 + 18) 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. Shamon can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

2ndkazekage.png
Reto as Kazekage, Source [[1]].

Second Kazekage of the Hidden Sand Village, Shamon served as the First Kazekage's bodyguard. He was the first of the Kage to do research into controlling and improving his village's jinchuriki, and focused on enhancing his nation's military with the puppet corps. Above all else, he prioritized advancement of his civilization. After his assassination, he would be succeeded by the Third Kazekage.


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