Ao, Boruto (Shinobi World Supplement)

From D&D Wiki

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

Ao[edit]

Medium humanoid (Human), any alignment


Armor Class 18 (natural armor)
Hit Points 93 (17d8 + 17)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 13 (+1)

Saving Throws Dex +8, Int +9, Wis +6
Skills Acrobatics +8, Arcana +9, Deception +6, Perception +6, Stealth +8, Survival +6
Senses passive Perception 21
Languages Common
Challenge 16 (15,000 XP)


Chakra. Ao has 38 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Barrier Talisman: Armored Eye. When Ao's eyes would take damage from any source, including from himself or a critical hit, his general hit points take the damage instead.

Chakra Absorber Mark 2. At will, Ao may spend chakra to store an equal number of chakra points within the Chakra Absorber. The Absorber may store up to 20 chakra points. Whenever any of his actions labeled Shinobi-Ware would require him to spend chakra points, this stored chakra is spent first.

ACTIONS

Multiattack. Ao can make 3 unarmed strike, senbon, or Chakra Sabre attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Senbon. Thrown Weapon Attack: +10 to hit, range 10/30 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Ao may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit.

Minigun. Ranged Weapon Attack: +8 to hit, range 45/240 ft., one target. Hit: 25 (4d10 + 3) piercing damage. Must be reloaded as an action every 45 shots. Ao must spend one of his mutliattack attacks to set up this weapon before he can make attacks with it which last until he moves further than 5 feet in a single round.

Shuriken Shadow Clone (1 Chakra). When Ao makes a senbon attack, he may instantly create a copy of the weapon thrown. This weapon disappears at the end of his turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Ao 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.

Rope Escape (6 Chakra). When Ao attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.

Basic Clone (3 Chakra). Any creature that can see Ao must attempt a DC 17 Intelligence saving throw. On a failure, attacks against Ao have disadvantage, and Ao has advantage on any saving throws the creature forces them to attempt. On a success, he is no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. Ao must spend 1 chakra at the end of each of your turns to maintain this effect.

Transformation (1+ Chakra). Ao becomes identical to a person, creature or non-magical object he haas 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 17 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). Ao's movement speed doubles, and their movement does not provoke attacks of opportunity.

Water Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage.

Explosive Seal (1+ Chakra). Ao creates an explosive seal on one surface he can touch.

Body Elimination (5 Chakra). One creature Ao can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Sensing Water Sphere (20 Chakra). As an action, Ao creates a 5 foot radius sphere of still water within 10 feet of him. His chakra sight range is doubled. Any creature that can see the orb of water can also see anything seen by his chakra sense. If an additional creature with chakra sense or truesight focuses on this jutsu, the orb's radius increases by 10 feet, and the largest chakra sense of any creature concentrating on this jutsu is doubled an additional time. Ao must spend 5 chakra at the end of each minute he concentrates on this jutsu.

Water Style Bullet: Orca (25 Chakra). A 60 foot radius area around Ao is covered in 1 foot of water for 1 minute (concentration).

Water Shockwave (3 Chakra). Any creatures within Water Style Bullet: Orca are moved up to 15 feet in a direction of Ao's choosing.

Azure Dragon Palm (4-8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) magical slashing damage. Ao may dash up to 25 feet before making this attack. Whether or not it hits, the targeted creature must make a DC 18 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 4 additional chakra, Ao may make an unarmed strike with advantage immediately after this attack.

Barrier Talisman: Armored Eye (10 Chakra). Ao creates a talisman. He may apply this talisman to a willing creature he can touch as an action, placing it near one limb of his choice. When the limb would be damaged by any creature, including the creature the seal was applied to or by critical hit, the creature's general hit points take the damage instead. Ao may have up two talismans active at a time. Only creatures that know this jutsu may destroy one talisman they can touch as an action.

Shinobi-Ware: Fire Style Bullet: Blaze (4-12 Chakra). At the beginning of Ao's turn without spending any form of action, Ao deals 6 (1d4 + 4) fire damage to 1 creatures within 30 ft. of him. Ao may target 1 additional creature for every 4 additional chakra spent.

Shinobi-Ware: Type-3 Gauntlet (2 Chakra). Ao gains the Chakra Sabre attack. Ao must spend 1 chakra at the end of each of his turns to maintain this effect.

Chakra Sabre. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) lightning damage.

REACTIONS

Substitution (3+ Chakra). When Ao is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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 his place and he takes any remaining damage from that attack. Ao can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Ao%27s_Appearance.png
[Source].

Following the Fourth Shinobi World War, Ao spent the better part of two decades in the Leaf Village's hospital recovering, despite their numerous medical nin's prowess. With his once-legendary Byakugan destroyed, along with half his body, he was approached by Katasuke Tono, a man heading the invention of scientific ninja tools, who gave him back his arm and legs. Feeling that, without the potential of war, his life no longer had meaning, Ao did not return to the Mist, instead meeting with Victor, who invited him to serve as part of Kara, arming his mundane prosthetics with advanced weapons. During the Chunin Exams shortly before Momoshiki attacked, Ao broke into Katasuke's lab, using a genjutsu stored in his shinobi gauntlet to extract his research for further advancements in Kara's Shinobi-Ware.

Acting as Kara's eyes and ears, he was given a box of technology and weapons by his leader in order to track down "the vessel". When the contents of the box went missing aboard an airship en-route, he confronted Team Konohamaru, who refused to answer. Refusing to allow Kara to be a known entity, he immediately engaged them. After an extended battle, he was ultimately struck down by his own chakra blade, wielded by Boruto. However, despite having attempted to kill both he and his friends, Boruto gave Ao back his screwdriver, believing that he still had hope as a prior hero of the Mist Village. However, seeing Koji approaching in the distance, he pushed Team 7 away with his Water Style as a massive boiler toad was summoned above him, crushing him but saving the genin.



Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World]

Home of user-generated,
homebrew pages!


Advertisements: