Garo (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.

Garo[edit]

Medium humanoid (human), chaotic evil


Armor Class 24 (Natural Armor)
Hit Points 375 (30d8 + 240)
Speed 75 ft.


STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 26 (+8) 8 (-1) 8 (-1) 22 (+6)

Saving Throws Dex +7, Con +16
Skills Athletics +14, Insight +7, Intimidation +14, Perception +7
Senses passive Perception 17
Languages Common
Challenge 28 (120,000 XP)


Chakra. Garo has 91 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Endurance. When Garo is targeted by an area effect that lets him make a Dexterity or 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.

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

Dying Breath. At the beginning of each of Garo's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Silent Killing. Once per turn when Garo has advantage on any one attack roll that uses Dexterity, he may deal an additional 14 (4d6) damage.

Terrifying. While frightened of Garo by any means, creatures must attempt a DC 22 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Argos Unit. Garo has a damage reduction and damage threshold of 5 if the damage being taken is bludgeoning, slashing, or piercing.

Ferocious Fist. Whenever Garo would roll a 1 on an unarmed strike attack roll, he may instead count the roll as a 2.

Storage. Garo can store an additional day and a half's worth of food which can be consumed at will.

ACTIONS

Multiattack. Garo makes three attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (6d4 + 6) magical bludgeoning or piercing damage.

Kunai. Thrown Weapon Attack: +14 to hit, range 30/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Garo may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Garo makes two unarmed strikes

Leaf Gust (8 Chakra). Garo makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Garo's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Garo 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 Garo casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: The target is restrained until Garo is not within 5 feet or the beginning of his next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Garo using this jutsu.

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.

Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave Garo's reach, they must attempt a DC 22 Strength saving throw. On a success, they leave their reach. On a failure, they may not attempt to do so until the beginning of their next turn. This lasts until the beginning of Garo's next turn. Garo may spend 1 chakra to increase this jutsu's duration by 1 turn.

Lion Combo (2 Chakra). The target must attempt a DC 22 Strength saving throw. On a failure, they take 11 ((6d4 + 6) / 2) magical bludgeoning damage and are pushed 20 feet into the air until the end of Garo's next turn. On a success, they take half as much damage.

Surging Fire Wild Dance (8 Chakra). Garo contests an unarmed strike against a creature within range's melee attack. If he succeeds, they take his unarmed strike's damage. If he fails by less than 8 or succeeds, both he and the target are restrained until the beginning of his next turn.

Early Sacrifice (3 Chakra). Garo moves to any space that would leave one creature within 5 ft. of him still within 5 ft. and forces them to attempt a DC 22 Dexterity saving throw. On a failure, they are knocked prone and take 21 (6d4 + 6) magical bludgeoning damage.

Cranial Eighth Sword (3 Chakra). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (6d4 + 6) magical piercing damage.

Dynamic Entry (4 Chakra). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 30 (2d8 + 6d4 + 6) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 22 Dexterity saving throw or be pushed 20 feet in a direction of Garo's choice. Garo may move up to 40 ft. before making this attack as part of his action.

Magic Lantern Body (10 Chakra). Garo projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Exploding Flame Shot (6 Chakra). Ranged Spell Attack: +14 to hit, range 60 ft., three targets. Hit: (2d6 + 3) fire damage and the target is set on fire. At the start of its turn, it takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 22 Constitution saving throw with disadvantage. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. All three attacks must be against the same creature.

Calorie Control. Garo gains 1 level of exhaustion or loses 1 day's worth of food and regains 8 chakra points.

Partial Multi-Size (5 Chakra). Garo gains one of the following for 1 minute, and may only benefit from each effect once at a time:

  • Arms - His unarmed strikes a gain +10 feet of reach.
  • Legs - His movement speed gains +10 feet.
  • Torso - He gains a +1 bonus to Strength and Constitution saving throws.

REACTIONS

Substitution (3+ Chakra). When Garo is hit by an attack and would take damage, he decreases the damage by 37 (1d10 + 28) 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. Garo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

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.

Gar%C5%8D%27s_appearance.png
[Source].

The oldest of Kara's Karma experiment candidates, Garo reacted poorly to Isshiki's genetic data, resulting in the amputation of his right arm. Having been chosen for his vitality, and already knowing enough about the organization, he became one of the organization's Outers, positioned at the facility that took his arm to watch over it. During Kawaki's escape attempt, he greeted him relatively cordially compared to his typical murderous demeanor, but responded to Kawaki's perceived rudeness by "disciplining" him. Though knowing not to kill him, he nevertheless attacked the child, who instinctually activated his Karma, blowing off Garo's other arm and disfiguring his head, supplanting Kawaki as the object of his hatred. When Delta invited him to help recover Kawaki, Garo gratefully obliged, savaging Kawaki until the boy activated his Karma, utilizing enough power to make Garo vomit in fear before reducing him to atoms.



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