Shinsu Senju (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.

Shinsu Senju[edit]

Colossal plant (Chakra Creation), unaligned


Armor Class 21 (Natural Armor)
Hit Points 275 (22d8 + 176)
Speed 0 ft.


STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 26 (+8) 10 (+0) 16 (+3) 10 (+0)

Saving Throws Str +12, Con +14
Skills Athletics +12
Damage Vulnerabilities fire
Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 20 (25,000 XP)


Brawn. When the Shinsu Senju is targeted by an area effect that lets it make a Strength saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

Wood Style Being. Whenever the Shinsu Senju is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Unliving. The Shinsu Senju is not alive in its own right, outside of how a tree can be considered alive. One creature within 90 feet capable of using Wood Style must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt a Intelligence saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Shinsu Senju is not being controlled, it is unconscious.

Wooden Colossus. The Shinsu Senju has a damage reduction of 10. Fire damage ignores this feature.

ACTIONS

Multiattack (0+ Chakra). The Shinsu Senju can make 3 unarmed strikes or Top Transformed Buddha attacks. It may make 1 additional unarmed strike or Top Transformed Buddha attack for every 2 additional chakra points spent.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (5d4 + 6) bludgeoning damage.

Top Transformed Buddha (1 Chakra). Melee Weapon Attack: +12 to hit, reach 50 ft., one target. Hit: 16 (5d4 + 6) bludgeoning damage, and they are moved 10 feet away from the Shinsu Senju at the end of its turn.

All is Suffering (10-50 Chakra). The Shinsu Senju fires blasts the basic elements. Every creature within a 90 foot line must attempt a DC 20 Dexterity saving throw, taking 33 (5d10 + 6) bludgeoning, cold, fire, lightning, or thunder damage on a failure. On a success, they take half as much. You may create an additional line that does not overlap for every 10 additional chakra points spent, and each line must deal a different damage type.

Kanzeon Lotus King. The Shinsu Senju detaches the many arms on its back for more mobility. It becomes a Wood Human, but keeps its actions from being a Shinsu Senju, though they cost twice as many chakra points. It may undo this as an action while in the same space it lost these effects in.


Shin_S%C5%ABsenju.png Tobi_using_5_natures.png
A [Shinsu Senju] (above) and a [Kanzeon Lotus King] (below).

The pinnacle of Wood Style jutsu, the Shinsu Senju is a massive statue with thousands of hands in line with its name, which translates as True Several Thousand Hands, and its appearance, resembling that of the radiant buddha. Historically, even among Wood Style users, Hashirama Senju is the only known user of this weapon.


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