Toto, Boruto (Shinobi World Supplement)

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Toto[edit]

Medium humanoid (Shamon), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 130 (20d8 + 40)
Speed 55 ft.


STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dex +9, Wis +7
Skills Animal Handling +7, Medicine +7, Sleight of Hand +9, Stealth +9, Survival +7
Senses passive Perception 11
Languages Common
Challenge 20 (25,000 XP)


Chakra. Toto has 42 chakra points which they can expend. All chakra points are regained at the end of a long rest.

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

Puppet Master. Toto is in possession of Mother and Father,the Third Kazekage , Sanshouo, and a Lightning Style Jonin.

Human Puppeteer. Any of Sasori's puppets that are not constructs gain the following:

  • It is a construct.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • It has the same proficiency bonus as Sasori (+6).
  • It has 25 chakra points.
  • It can only regain hit points if Toto spends a least 1 hour repairing it during a short or long rest.
  • It has 10 hit dice.

Master Strategist. Toto, his puppets, and his allies have advantage on an attack rolls against a creature if she or at least one of her allies or puppets is within 5 feet of the creature and the ally isn't incapacitated. On a hit, its damage roll gains a +4 bonus.

Shamon Clan the chakra cost of Toto puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage.

Chakra Threads (2 Chakra). Toto creates chakra threads that have 15 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 55 feet. Toto 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, Toto 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 Toto is controlling forces one creature within its reach to attempt a DC 16 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 Triple Shot (6 Chakra). While one puppet Toto is controlling is grappling a creature, any attacks against the creature automatically roll a 20 until the beginning of Toto's next turn.

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

Leaf Gust (8 Chakra). Toto makes an unarmed strike against every creature within reach.

Great Fireball (8 Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 34 (8d6) fire damage. Additionally, each creature in a 10-foot radius of the target must make a Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.

Burning Ash (14 Chakra). Toto exhales a 20 foot sphere of ash anywhere within 30 feet. The cloud spreads around corners and is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, he can move the cloud 15 feet in any direction. If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and very creature within the cloud must attempt a DC 16 Dexterity saving throw, taking 51 (8d10 + 4) fire damage on a failure.

Shadow Clone (4+ Chakra/Clone). Toto creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Toto controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Toto dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Toto regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Toto, including equipment, features, and any effects affecting Toto when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Toto. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 16 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. The jonin may make 3 of these attacks each time they use this jutsu, spending 4 total chakra. Flame Whirlwind (1 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 16 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. The jonin may make 3 of these attacks each time they use this jutsu, spending 4 total chakra.

REACTIONS

Substitution (3+ Chakra). When Toto is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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 her place and she takes any remaining damage from that attack. Toto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Mechanical Light Shield Block (1+ Chakra). When a creature within 5 feet of one puppet Toto is controlling would take damage, the damage taken is decreased by 9 (2d4 + 4). For every chakra point spent above 1, the damage the creature takes is reduced by 2.

Toto is part of the Sand Village equivalent of the Anbu. After Sasori's death, Toto was part of the division to recover his remaining puppets. After the fourth great shinbi war he fell in love with a leaf Shinobi and became skilled Enough to use Sasori's strongest puppets



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