White Snake Sage (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

White Snake Sage[edit]

Titanic beast (Snake), lawful neutral


Armor Class 20 (Natural Armor)
Hit Points 202 (27d8 + 8)
Speed 75 ft.


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

Saving Throws Con +9, Cha +6
Skills Arcana +12, History +12, Insight +6, Investigation +12, Nature +12
Senses passive Perception 10
Languages Common
Challenge 20 (25,000 XP)


Chakra. The White Snake Sage has 42 black chakra points which she can expend. All chakra points are regained at the end of a long rest.

Discernment. When the White Snake Sage is targeted by an area effect that lets her make a Wisdom or Intelligence saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. The White Snake Sage can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Serpent. The White Snake Sage counts as two sizes smaller for the sake of squeezing. When the White Snake Sage grapples a creature, they become restrained. The White Snake Sage may have up to 3 creatures grappled at any time. Additionally, the White Snake Sage may attempt a grappling contest against a creature within his reach as a reaction when they make an attack.

Snake's Senjutsu. At the end of each of her turns, the White Snake Sage may choose to lose 4 (1d4 + 5 / 2) maximum hit points to gain twice as many black chakra points. This can exceed her chakra point maximum, and is lost at the end of a long rest.

Natural Sage Transformation. The White Snake Sage can not be effected by illusions or genjutsu that rely on sight or blinded, and she sheds bright light in a 20 foot radius, and dim light for another 20 feet.

ACTIONS

Multiattack. The White Snake Sage can make 4 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 40 ft., one target. Hit: 26 (4d4 + 3 x 2) magical bludgeoning damage.

Coiling Around. As a bonus action immediately after a successful unarmed strike, the White Snake Sage attempts to grapple the target with advantage. While grappling a creature in this way, it can attempt to crush them as an action. They must make a DC 20 Strength saving throw. On a failure, they take the White Snake Sage's unarmed strike's damage and can't attempt to escape the White Snake Sage's grapple until the beginning of Manda's next turn. On a success, they take half as much damage.

White Snake Resistance (Recharge 5-6). As a bonus action, the White Snake Sage reduces any effect reducing her maximum hit points by 2d4 maximum hit points.

Basic Taijutsu Technique (3 Chakra). As a bonus action, the White Snake Sage makes two unarmed strikes

Leaf Gust (8 Chakra). The White Snake Sage makes an unarmed strike against every creature within 40 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 40 ft., one target. Hit: The target moves 30 feet in a direction of the White Snake Sage's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the White Snake Sage gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If the White Snake Sage casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, the White Snake Sage unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Transformation (1+ Chakra). The White Snake Sage becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make a DC 19 Investigation check realize that she is 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. The White Snake Sage may spend 2 additional chakra to take on a humanoid appearance of her choice that she may change at will that is any size between and including Medium and Titanic.

Empty Cicada Shell (3+ Chakra). As a bonus action, any sound the White Snake Sage speaks comes from one location of her choice within 30 ft. for 1 minute. She may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. The White Snake Sage may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.

Gathering of the Snakes (5 Chakra). When the White Snake Sage loses a body part but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), she reattaches it. This does not restore hit points or heal the body part, only functionality.

Chakra Absorbing Snakes (8 Chakra). One creature within 40 ft. must attempt a DC 20 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 20 Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and the White Snake Sage regains an equal number of chakra points or increases the DC of the next saving throw of this kind they must make by an equal number.

Twin Snakes Mutual Death (20 Chakra). One creature within 40 ft. must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, the White Snake Sage dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 20 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.

Many Hidden Shadow Snake Hands (4 Chakra). One creature the White Snake Sage is grappling must attempt a DC 20 Strength saving throw. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

Senjutsu Infusion (20 Chakra). One creature within 40 ft. of the White Snake Sage must attempt a DC 18 Intelligence saving throw. On a success, they are implanted with the Path of the Cursed, or Path of the Sage using the same implantation rules (replacing Cursed Mark and Sage Transformation with Partial Sage Mode and Clone Meditation). On a failure, they gain 20 black chakra, become a Crush Snake and restrained until they lose their black chakra, and if they are still within the White Snake Sage's reach on her next turn, she may kill them instantly, swallowing them whole.

REACTIONS

Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Orochimaru Style Substitution (3+ Chakra). When the White Snake Sage is targeted by a saving throw and would take damage, she decreases the damage by 27 (2d6 + 20). The White Snake Sage can reduce this damage by an additional 7 (2d6) points per chakra point spent over the initial cost.

Snake_Sage.png
[Source]

The great queen of Ryūchi Cave, the White Snake Sage rivals Gamamaru in age, only being younger by a few decades. As unusual as she is dangerous, she typically lets her three handmaidens sort out any invaders to their shadowy homeland, consuming any they find unworthy. Even still, it isn't out of the ordinary for her to deem one seeking her power who was capable of succeeding her tests to still be unworthy, swallowing them whole after injecting them with her senjutsu. After Boruto Uzumaki and his team finally found audience with her, seeking information on Mitsuki's whereabouts, she refused, stating that the trials were to earn the right to senjutsu training, not information. Instead, she sent them to steal Garaga's reverse scale, the source of the violent snake's most powerful abilities. However, when rather than harming the snake Boruto returned with Garaga himself, the sage admired not only his counterintuitive solution, but his resolution to the problem of Garaga's outbursts, giving him the information he sought and commenting on his strange future.


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