Shima (Shinobi World Supplement)

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Shima[edit]

Medium beast (Toad), chaotic neutral


Armor Class 20 (Natural Armor)
Hit Points 142 (19d8 + 57)
Speed 75 ft., swim 75 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Dex +10, Int +10
Skills Acrobatics +10, Arcana +10, History +10, Perception +7, Persuasion +6, Sleight of Hand +10
Senses passive Perception 17
Languages Common
Challenge 17 (18,000 XP)


Chakra. Shima has 78 senjutsu chakra points which she can expend. All chakra points are regained at the end of a long rest.

Discernment. When Shima is targeted by an area effect that lets her make a Wisdom or Intelligence saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Shima can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Natural Sage Mode. Shima's unarmed strikes deal an additional 5 (1d10) damage (included in attack), and she gains a +1 bonus to AC (included in AC).

Nature Chakra Sense. Shima may take the search action as a bonus action. When Shima takes the search action, she may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 60 feet. She 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. Shima can make 3 unarmed strikes or toad slashes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (5d4 + 1d10 + 4) bludgeoning damage.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shima may move across any liquid surface as if it were harmless solid ground for 1 minute. If Shima casts this Jutsu while submerged in a liquid, she rises to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases to 110 ft., and attacks of opportunity against her have disadvantage until the end of her next turn

Fighting Tongue Slash (4 Chakra). Shima's unarmed strike reach is doubled until the end of her turn, and she makes a single unarmed strike. Fighting Tongue Bind ends when this jutsu does.

Fighting Tongue Bind (8 Chakra). Shima's unarmed strike reach is increased by 15 ft., she may sense any invisible creatures within this reach so long as they produce a smell, and she can not breath until this jutsu ends. This jutsu ends if she becomes unconscious or ends this as a bonus action.

Sage Art: Goemon (10 Senjutsu Chakra). A 60 foot line is covered in one of the following:

  • Oil: until the end of Shima's next turn, the next source of fire damage to enter the targeted area has its range doubled and targets this jutsu's range as well.
  • Wind: until the end of Shima's next turn, the next source of fire damage to enter the targeted area has its damage doubled and target's this jutsu's range as well.
  • Fire: all creatures within this line must make a DC 17 Dexterity saving throw. On a failure, they take 12 (2d8 + 3) fire damage. On a success, they take half as much damage.

Demonic Illusion: Gamarinsho (10 Senjutsu Chakra). Shima and one other creature capable of using Imperfect Sage Mode within 15 feet that is not incapacitated that uses their reaction, typically Fukusaku begin singing a sound-based genjutsu. While within range 30 feet of them, creatures actively know they are being targeted them with genjutsu. After 1 minute, if all of these conditions have remained true, any non-deafened creatures within range must attempt a DC 17 Intelligence saving throw. On a failure, they are unconscious for 1 minute.

Sage Art: Amphibian Technique (10 Chakra). For 1 minute (concentration), Shima occupies the space of one willing creature at least 1 size category larger than her and moves when they move, and her movement speed becomes 0 until she ends this jutsu. For the sake of this jutsu, every creature attached to or within the host must also be willing (i.e. parasites, bijuu, etc.). She can access her host's chakra, and they can access his. When Shima would be targeted by an effect, her host may choose to be targeted instead. Two creatures can occupy one creature's space, and they count as half as much for every size category difference above one. This jutsu can be ended as an action by Shima or her host, and automatically ends when her host drops to 0 hit points.

Frog Call (5 Chakra). All creatures in a 30 foot line must attempt a DC 17 Wisdom saving throw. On a failure, they take 6 (1d4 + 4) thunder damage are stunned until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by Basic Ninjutsu.

Dust Cloud (4 Chakra). Shima creates a 40 ft. radius cloud of dust around her. For any creature that doesn't have levels in the Path of the Assassin, this area is considered lightly obscured beyond 5 ft.

Summoning Jutsu (4+ Chakra). Shima summons one of the Toads of Mount Myoboku underneath her, spending an amount of chakra equal to twice the summoned creature's CR.

REACTIONS

Substitution (2+ Chakra). When Shima is hit by an attack and would take damage, she decreases the damage by 22 (1d10 + 17) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Shima can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Shima.png
[Source]

One of the Two Great Sage Toads of Mount Myoboku alongside her husband Fukusaku, Shima is one of the heirs to the Great Toad Sage who, while still very much alive, is largely vacant as a leader. Despite this, Shima is over 800 years old, making her a master of senjutsu. The two masters taught Jiraiya the art of senjutsu, and advised him in his journeys, occasionally even fighting alongside him. On one such occasion, the deadly trio faced down Pain, with Jiraiya evading while his masters gathered nature energy. While they were able to seal three of his paths away and pierce their hearts with the Stone Sword of Mount Myoboku and send the Animal Path's corpse back to the Leaf, they were ultimately swarmed by all six paths, forcing a one-armed Jiraiya to carve an encoded final message in Fukusaku's back. While they attempted to train Naruto in the same way before Pain could attack the Leaf Village in search of him, Kurama refused to allow the toads to combine with him, leading Naruto to pioneer a new form of sage meditation using shadow clones. While the two toads were killed during Pain's assault, they were ultimately revived by Pain sacrificing himself.


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