Shojoji (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.

Shojoji[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 15 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Con +7, Int +7, Cha +4
Skills Acrobatics +5, Deception +4, Insight +5, Medicine +5, Sleight of Hand +5, Stealth +5
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Chakra. Shojoji has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Shojoji makes 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 1) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Shojoji may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shojoji can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Shojoji becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Blade of Wind (4 Chakra). Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Casualty Puppet (15+ Chakra). Shojoji absorbs the corpse of one creature that has been dead for no longer than 1 minute within 5 feet. While a creature is absorbed, he gains 3 jutsu or proficiencies they had. Shojoji may have up to 3 creatures absorbed. Each corpse has 15 AC and 10 hit points, and manifests somewhere on his body. If a corpse is reduced to 0 hit points, it no longer counts as absorbed.

Shojoji may make a number of additional actions or reactions equal to the number of creatures absorbed, but must spend a number of chakra equal to the number of creatures absorbed + 1 per action or reaction, regaining all uses at the beginning of your next turn. After spending this chakra, he must attempt a DC 15 Charisma saving throw. On a failure, he goes berserk until the end of his next turn.

REACTIONS

Substitution (3+ Chakra). When Shojoji is hit by an attack and would take damage, they decrease the damage by 16 (1d10 + 11) 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. Shojoji can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Shield of the Wind Count (8+ Chakra). When Shojoji is targeted by an attack roll, he makes a spell attack roll with a +7 bonus. If his attack roll is higher than the attacker's, they are targeted by the attack instead. He may spend 4 additional chakra to deal an additional 10 (2d6 + 3) thunder damage, and may increase this additional damage by 3 (1d6) for every 2 additional chakra points spent.

Shojoji.png
[Source]

A top-rank rogue nin after the Fourth Shinobi World War, Shojoji and the small gang he lead, dubbed the Mujina Bandits, successfully robbed numerous institutions ranging from banks to ninjutsu research facilities, constantly working toward his goal of consuming the current Fire Daiymo using his Casualty Puppet jutsu in order to plunge the world into chaos. When he was eventually cornered, he ate and assumed the identity of his only remaining partner, Tsukiyo, to avoid the death penalty, being placed within the Grass Village's legendary maximum security prison Hozuki Castle. When he ran into Kokuri, a non-shinobi from his group who had stolen a large sum of money he was supposed to launder, he made multiple attempts on his life, including one by bribing the head guard, Benga, to put him in a minimum security cell, forcing Kokuri to contact the Leaf Village and reveal his connection to the Mujina Bandits. While he was able to pressure all three genin simultaneously with the ninjutsu he stole from Tsukiyo, he himself was pressured enough to force him to kill Kokuri and assume his identity, leaving him a free man.

Months later, Shojoji executed a plan to force the Fire Daimyo to grow his organization by freeing every prisoner in the Land of Fire. Beginning by impersonating his butler, he kidnapped his son. Impatient as ever, he attempted to eat the daimyo's son before he had even received word on his demands, but was stopped by Boruto.

Variant: Tsukiyo Absorbed

While most of Shojoji's victims existed to layer their face atop his own, Tsukiyo was show to grant him ninjutsu he used with proficiency. Shojoji gains the following actions as one of his Casualty Puppet corpses:

Pink Lightning (3 Chakra). Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 9 (1d12 + 3) lightning damage and they are moved 10 ft. in a direction of Shojoji's choice. This jutsu's range is increased to 60 feet in dim light, and 120 feet in darkness.

Shadow Sword (3 Chakra). While in darkness, Shojoji creates a weapon of his choice that lasts for 1 minute. This weapon counts as magical and gains a +1 bonus to its attack and damage rolls.

Moon Shadow Clone (4+ Chakra/Clone). Shojoji creates up to five clones within 30 ft. of him in bright light, 60 ft. in dim light, or 120 ft. in darkness. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Shojoji dismisses them at will, or Shojoji falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • One creature per clone within range must attempt a DC 15 Dexterity saving throw. On a failure, the shadow clone is a clone of them, using their statistics instead of Shojoji's.
  • The clone can not speak, is visibly made of shadows, can only use jutsu he knows, and has 60 ft. of darkvision.
  • In bright light, the shadow clone loses 3 hit points at the end of each of its turns, in dim light it acts normally, and in darkness it regains 3 hit points at the end of each of its turns.
  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Shojoji when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment. Any equipment the clones have with charges, such as magic items, share the initial item's charges.
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.



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