Gamamaru (Shinobi World Supplement)

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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.

Gamamaru[edit]

Gargantuan beast (Toad), lawful good


Armor Class 20 (Natural Armor)
Hit Points 88 (16d8 + 16)
Speed 75 ft., swim 75 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 20 (+5) 18 (+4) 14 (+2)

Saving Throws Str +7, Dex +10, Con +7, Int +11
Skills Animal Handling +10, Arcana +11, History +11, Insight +10, Investigation +11, Medicine +10, Nature +11, Persuasion +8
Senses passive Perception 14
Languages Common
Challenge 20 (25,000 XP)


Chakra. Gamamaru has 45 senjutsu chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Natural Partial Sage Mode. Gamamaru's unarmed strikes deal an additional 5 (1d10) damage and his attack and damage rolls gain a +1 bonus (included in attack), he gains a +1 bonus to AC (included in AC), and his first attack roll against a single creature has advantage.

Nature Chakra Sense. Gamamaru may take the search action as a bonus action. When Gamamaru takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 60 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Gamamaru can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d4 + 1d10 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 5) piercing damage. Naruto may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 2) piercing damage on a hit.

Water Gun (1 Chakra). Ranged Spell Attack: +12 to hit, range 20 ft., one target. Hit: 11 (1d8 + 6) magical piercing damage.

Sage Art: Goemon (10 Senjutsu Chakra). A 60 foot line is covered in one of the following:

  • Oil: until the end of Gamamaru's next turn, the next source of fire damage to enter the targeted area has its range doubled and targets this jutsu's range as well.
  • Wind: until the end of Gamamaru's next turn, the next source of fire damage to enter the targeted area has its damage doubled and target's this jutsu's range as well.
  • Fire: all creatures within this line must make a DC 19 Dexterity saving throw. On a failure, they take 14 (2d8 + 5) fire damage. On a success, they take half as much damage.

Mastered Gamarinsho: Polyphonic Melody (20 Chakra). Gamamaru begins singing a sound-based genjutsu for 1 minute. While within 30 feet of Gamamaru during this song, creatures actively know he is targeting them with genjutsu. After 1 minute, if he did not become incapacitated during this time, any non-deafened creatures within range must attempt a DC 19 Intelligence saving throw. On a failure, they are unconcious for 1 minute.

Telescope Technique (6 Chakra). While touching a reflective surface or his crystal ball, causing it to show everything within 15 feet of one creature whose chakra signature he has memorized for as long as he concentrates on this jutsu. Gamamaru must be touching the surface to concentrate on this jutsu.

Sage Art. As part of another jutsu, Gamamaru either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, granting a creature disadvantage against any 1 saving throw it incurs, or granting himself advantage on any 1 saving throw it incurs.

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

Transformation (1+ Chakra). Gamamaru becomes identical to a person, creature or non-magical object they have 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 19 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.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Gamamaru's choice.

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.

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.

The_Great_Toad_Sage.PNG
[Source]

The Great Toad Sage of Mount Myoboku, Gamamaru is equally wise, respective, powerful, and senile. It is rumored that he was the source of the Sage of Six Paths' senjutsu mastery, and if his absent stories are anything to go by, the man was close friend. Despite rivaling Gamabunta in size, his physical capabilities have greatly decayed, giving way to a wisdom surpassing the combined efforts of Kukusaku and Shima.

In Hagoromo's time, he predicted that a "mischievous, blue-eyed boy" would one day unite the tailed beasts, and cast doubt on the man's hope that his son Indra would learn compassion and Asura would learn strength.

Long after the sage's death, he foretold the spontaneous appearance of Jiraiya atop his mountain; that his strength would be great, as would his perversion, that he would wander as author rather than shinobi, and that one of his students would have determine the fate of the shinobi world, leading it to salvation or destruction.


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