Doki (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.

Club Doki[edit]

Large humanoid, unaligned


Armor Class 16 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Str +9
Skills Athletics +9
Damage Vulnerabilities acid
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 9
Languages
Challenge 10 (5,900 XP)


Brawn. When the Doki is targeted by an area effect that lets it make a Strength saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

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

Unliving. The Doki is not alive in its own right. One creature within 90 feet capable of using Yin Style must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt an Intelligence saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Doki is not being controlled, it is unconscious.

Chakra Conduit. The chakra costs of the Doki's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC.

Magic Weapons. The Doki's weapon attacks count as magical for the sake of overcoming resistances.

ACTIONS

Multiattack. The Doki makes 2 attacks with its unarmed strike or maul attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 5) magical bludgeoning damage.

Body Flicker (2 Chakra). The Doki's movement speed doubles, and its movement does not provoke attacks of opportunity.


Doki.png
[Source]

Three legendary warriors from a time before the Earth knew chakra; from the era of the Sage of Six Paths, if not before, the Doki have long since been dead. However, their immortal bodies live on, potentially having been enhanced by the God Tree, under which they slew numerous opponents. In the over 1,000 years since their death, they have been sought out by individuals in need of legends, be it a clan on the edge of death or a village about to be eaten by a greater power, being manipulated by skilled genjutsu masters. Once their power is no longer needed, they are typically sealed deep within secluded areas to prevent thieves, in accordance with their legend. Most recently, however, they have found their way into the hands of Tayuya.

Claw Doki[edit]

Large humanoid, unaligned


Armor Class 19 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Dex +9
Skills Acrobatics +9
Damage Vulnerabilities acid
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 9
Languages
Challenge 10 (5,900 XP)


Evasion. When the Doki is targeted by an area effect that lets it make a Dexterity saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

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

Unliving. The Doki is not alive in its own right. One creature within 90 feet capable of using Illusory Warriors Manipulating Melody must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt a Constitution saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Doki is not being controlled, it is unconscious.

Chakra Conduit. The chakra costs of the Doki's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC.

Magic Weapons. The Doki's weapon attacks count as magical for the sake of overcoming resistances.

ACTIONS

Multiattack. The Doki makes 2 attacks with its unarmed strike or claw attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) magical bludgeoning damage.

Body Flicker (2 Chakra). The Doki's movement speed doubles, and its movement does not provoke attacks of opportunity.



Wrapped Doki[edit]

Medium humanoid, unaligned


Armor Class 16 (Natural Armor)
Hit Points 152 (16d8 + 80)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 20 (+5) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Dex +6
Skills Acrobatics +6
Damage Vulnerabilities acid
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 9
Languages
Challenge 10 (5,900 XP)


Endurance. When the Doki is targeted by an area effect that lets it make a Constitution saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

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

Unliving. The Doki is not alive in its own right. One creature within 90 feet capable of using Illusory Warriors Manipulating Melody must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt a Constitution saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the Doki is not being controlled, it is unconscious.

Chakra Conduit. The chakra costs of the Doki's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC.

Magic Weapons. The Doki's weapon attacks count as magical for the sake of overcoming resistances.

ACTIONS

Multiattack. The Doki makes 2 attacks with its unarmed strike or claw attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Body Flicker (2 Chakra). The Doki's movement speed doubles, and its movement does not provoke attacks of opportunity.




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