Umibozu (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.

Umibozu[edit]

Huge elemental, unaligned


Armor Class 19 (Natural Armor)
Hit Points 161 (18d8 + 80)
Speed 10 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +6, Con +9, Cha +4
Skills Acrobatics +4, Athletics +6, Stealth +4
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities bludgeoning, slashing, piercing, poison
Condition Immunities poisoned, restrained, grappled, prone
Senses passive Perception 10
Languages Understands Common but can not speak
Challenge 10 (5,900 XP)


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

Endurance. When Umibozu is targeted by an area effect that lets him make a Constitution 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.

Amorphous. Umibozu has a damage threshold of 10.

Moving Water Prison. Umibozu may squeeze through spaces as small as one in and may move through and end its turn in another creature's space. When a creature begins its turn inside Umibozu's space, they must attempt a DC 17 Dexterity saving throw. On a failure, they are restrained and begin suffocating. At the end of each of its turns, the target can make a DC 17 Strength saving throw. On a success, the target is no longer restrained, but they continue to suffocate until they exit Umibozu's space. If Umibozu is no longer within the creature's space, this effect ends.

ACTIONS

Multiattack. Umibozu makes two unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical bludgeoning damage.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 17 Dexterity saving throw. On a failure, they take 25 (3d12 + 5) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.


Umib%C5%8Dzu.png
[Source].

Living masses of water, the legendary Umibozu have been blamed on shipwrecks since the beginning of time, though few if any have actual proof of their existence. During Amachi's research into making the ultimate aquatic shinobi, he managed to sign a summoning contract with an Umibozu, finally proving once and for all that they exist, though even a general estimate of their population is impossible.



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