Tennosei (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.

Tennosei[edit]

Medium beast (wolf), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 33 (6d8 + 6)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Dex +6, Wis +5
Skills Acrobatics +6, Animal Handling +5, Arcana +4, Investigation +4, Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages Common
Challenge 6 (2,300 XP)


Chakra. The Tennosei has 13 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Keen Sense. The Tennosei has advantage on Wisdom (Perception) checks that rely on smell.

Canine. The Tennosei has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Ninja Speed. The Tennosei can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Natural Energy Scent. The Tennosei knows the direction, but not exact location, of every creature within 100 feet.

Nature Chakra Sense. The Tennosei may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. It sees 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 it. 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. The Tennosei makes two attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 1d10 + 3) slashing damage.

Dance of the Dust Cloud (2 Chakra). The Tennosei uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.

Chakra Fang (2+ Chakra). Melee Spell attack +4 to hit, reach 5 ft., one creature. Hit 15 (3d4 + 1d10 + 1) magical piercing damage. For each chakra point spent above 2, the Tennosei may deal an additional 3 (1d4) damage.

Body Flicker (3 Chakra). The Tennosei's movement speed doubles, and their movement does not provoke attacks of opportunity until the end of their turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Tennosei can move across liquid surfaces as if they were solid for 10 minutes. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

Tracking Technique (7 Chakra). As a bonus action, the Tennosei can see invisible creatures and has advantage on Survival checks until the end of their turn.

Chakra Transfer Technique (1+ Chakra). One creature the Tennosei touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Howling Genjutsu (5 Chakra). Every creature in a 30 ft. radius must attempt a DC 12 Wisdom saving throw. On a failure, they become paralyzed until the end of the wolf's next turn take 3 (1d4 + 1) thunder damage. Wolves, dogs, and creatures under the effect of a wolf sage creature effect automatically succeed this saving throw.

Magic Lantern Body (10 Chakra). The Tennosei projects an image of themself in the location of 1 creature or object who they know the location of down to a 30-foot range within 5 miles for 1 hour (concentration). The mirage is a transparent silhouette, save for their eyes which are perfectly recreated, that refracts various colors. They can see and hear through this mirage, but they can not interact with the world around it.

REACTIONS

Substitution (3+ Chakra). When the Tennosei is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 6) and teleports 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. The Tennosei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

Living among the main ring around Okuriokami Oasis alongside the Dosei, Mokusei and Kasei, the Tennosei are a class of sage wolf tasked with clerical duties, maintaining libraries of scrolls in hidden sandstone caves. Their white fur makes it obvious which wolves have recently inked new manuscripts. Some legends tell of untold numbers of Tennosei that guard even more secretive libraries within, or in some tellings simply wander about, the northern glacial islands.


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