Great Shinobi Owl (5e Creature)

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Great Shinobi Owl[edit]

Medium humanoid, lawful evil


Armor Class 24 (+3 studded leather + Owl Cloak)
Hit Points 255 (30d6 + 150)
Speed 45ft, 30ft climb


STR DEX CON INT WIS CHA
20 (+5) 26 (+8) 20 (+5) 21 (+5) 22 (+6) 23 (+6)

Saving Throws Strength +11, Dexterity +14, Wisdom +12
Skills Athletics +11, Acrobatics +14, Arcana +11, Animal Handling +12, Deception +18, Perception +12, Persuasion +12, Insight +12, History +11, Sleight of Hand +14, Stealth +20
Damage Vulnerabilities Frightened, Charmed, Poisoned
Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons, Poison, Cold
Senses 120ft Darkvision, 15ft Blindsight, passive Perception 22
Languages Common, Auran, Undercommon, Thieves Cant
Challenge 17 (18,000 XP)


Sneak Attack. When Owl lands a weapon attack on a creature that is unaware of his presence, he has advantage on his attack, or there is an ally within 5ft of his target that is engaged in combat with it, he deals an additional 31 (9d6) weapon damage.

Expertise. Owl has expertise in Stealth and Deception

Cunning Action. Owl may use a bonus action on each of his turns to take the Dash, Disengage or Hide action.

Evasion. When Owl makes a dexterity saving throw to take half damage instead of full damage he takes no damage on a successful save and half damage on a failed one.

Reliable Talent. When Owl rolls a 9 or lower on an ability check that he has proficiency in, the rolls counts as a 10.

Blindsense. Owl must be able to hear to use his blindsight

Slippery Mind. Owl has advantage on Wisdom saving throws

Elusive. No attack can have advantage against Owl unless he is incapacitated.

Splash of Poison 3/Day. When Owl takes the Backflip action he doesn't throw any shurikens and instead throws our poison in a 15ft cone. All creatures in that area must succeed on a DC 19 Constitution saving throw, on a failed save taking 16 (3d10) Poison damage and becoming poisoned for 1 minute. A creature may repeat the save at the end of each of their tuns ending the effect on a success. On a failed save a creature takes half as much damage and isn't poisoned.

ACTIONS

Multiattack. Owl makes three Katana attacks or two Shuriken attacks. He may replace one katana attack per turn with a Backflip, a Shuriken Slash or a Stomp. He may replace two Katana attacks once per turn with a Shinobi Charm or a Firecracker Slash attack.

Katana. Melee weapon attack: +14 to hit, Reach 10ft, one target. Hit: 14 (1d12 +8) Slashing damage and an additional 13 (2d12) Force damage.

Skuriken. Ranged weapon attack: +14 to hit, Range 30/60ft, one target. Hit: 10 (1d4 +8) Slashing damage. When this action is taken make two attacks with it.

Backflip. Owl leaps backwards up to 15ft and 10t upwards. He throws shurikens out in a 15ft cone and creatures in that area must make a DC 24 Dexterity saving throw, on a failed save taking 2 (1d4) Slashing damage or half as much on a success.

Skuriken Slash. Owl takes one Shuriken attack but only makes one attack roll. He then uses 15ft of movement and makes his next Katana attack with advantage if it is made on the same turn directly following this action.

Stomp. Melee weapon attack: +11 to hit, Reach 5ft, one target. Hit The target creature is restrained if they are medium or smaller (Escape DC 19). They also take 8 (1d6 +5).

Shinobi Charm 5/Day. Creatures within 10ft infront of Owl must roll a DC 19 Dexterity saving throw, on a failed save being unable be targeted by healing spells or recover hit points in any way for 1 minute.

Firecracker Slash 3/Day. Owl slashes with in sword in a 10ft cone releasing firecrackers. All creatures in the cone must make a DC 19 Constitution saving throw, on a failed save being stunned until the end of their next turn. All creatures within 15ft of Owl that can see him must make the same save but on a failed save are blinded until the end of their next turn.

REACTIONS

Uncanny Dodge. When Owl is hit by an attack from an attacker he can see he can half the damage taken.

Smoke Cloud 3/Day. When Owl is hit or missed by an attack he may use this reaction to throw a bomb of smoke on the ground. A 20ft radius area around him become heavily obscured until the end of Owl's next turn.

Advanced Mikiri Counter. When a creature lands anything that's piercing damage on Owl using a melee wepaon he may use this reaction to counter the attack. He nullifies the attack and inflicts a DC 19 Strength saving throw on the creature that attacked him if they are within 10ft. On a failed save the creature is disarmed and the weapon falls in a space within 5ft of Owl (of his choosing) and the creature is knocked prone.

LEGENDARY ACTIONS

The Owl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Owl regains spent legendary actions at the start of its turn.

Move. Owl moves up to his speed provoking no attacks of opportunity.

Smoke Cloud. Owl uses his Smoke Cloud reaction

Shinobi Charm. Owl uses his Shinobi Charm action

Shuriken. Owl uses his Skuriken action

Cunning Movement. Owl takes the hide action and move up to half his speed.

Firecracker Slash (Costs 2 actions). Owl uses is Firecracker Slash.

(Currently there is very little lore on this character)

Owl is a master shinobi, one of the greatest. He is respect to those who know his title and has never left a foe undefeated. He works to become stronger and is a master of deception and persuasion.

His experience puts him above any others, even if you can match him in skill alone he will find a way to defeat you in the end. He holds the shinobi code above all else and is not against disgracing himself to take down a foe. He will lie and beg for his life before executing you where you stand.

Owl's Katana. Owls Katana counts as a greatsword when wielded by other creatures. It requires a strength of 14 to wield.



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