Mangetsu (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.

Mangetsu Hozuki[edit]

Medium humanoid (Hozuki), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 65 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2)

Saving Throws Con con, Int +9
Skills Acrobatics +9, Arcana +9, Performance +8, Sleight of Hand +9, Stealth +9
Senses passive Perception 10
Languages Common
Challenge 17 (18,000 XP)


Chakra. Mangetsu has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Samehada Chakra. Samehada has 0 chakra points and a chakra point maximum of 46. Samehada automatically loses 2 chakra at the end of each hour.

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

Afterglow. Once per turn when Mangetsu has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 14 (4d6) damage.

Terrifying. While frightened of Mangetsu by any means, creatures must attempt a DC 17 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.

Untraceable. Mangetsu can't be tracked by non-magical means unless he chooses to leave a trail.

ACTIONS

Multiattack. Mangetsu can make 3 attacks with his unarmed strike, kunai, or weapon summoned from his weapon scroll.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Mangetsu 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.

'Weapon Scroll. Mangetsu summons Hiramekarei, Kubikiribōchō, Kiba, Nuibari, Shibuki, Kabutowari, or Samehada. If a creature is not in possession of one of the above weapons at the end of each of each of his turns, the weapon returns to the scroll.

Hiramekarei. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) magical piercing damage.

Unleash Hiramekarei. As an action, Mangetsu gains access to the chakra stored within Hiramekarei and it sheds bright light for 15 feet, and dim light for another 15 feet. Hiramekarei's stored chakra decreases by 1 at the end of each of Mangetsu's turns until he ends this effect as an action.

Twinsword Style: Crushing Hammer (4 Chakra). On a hit with Hiramekarei, the target is also targeted by a shove attack. This can only be used while Unleash Hiramekarei is active, and causes Hiramekarei's stored chakra to decrease by 1 additional chakra point at the end of each of Mangetsu's turns until he ends this effect as a bonus action, or ends Unleash Hiramekarei.

Twinsword Style: Cut to Pieces (4 Chakra). Mangetsu gains a +1 bonus to AC and a +5 ft. bonus to Hiramekarei's reach. This can only be used while Unleash Hiramekarei is active, and causes Hiramekarei's stored chakra to decrease by 1 additional chakra point at the end of each of Mangetsu's turns until he ends this effect as a bonus action, or ends Unleash Hiramekarei.

Twinsword Style: Twin Swords (4 Chakra). Mangetsu gains a second Hiramekarei, and both gain the Light property. As a bonus action after taking the Attack action, Mangetsu may make a Hiramekarei attack. This can only be used while Unleash Hiramekarei is active, and lasts until Mangetsu ends this effect as a bonus action, or ends Unleash Hiramekarei.

Kubikiribōchō. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) magical slashing damage.

Broken Kubikiribōchō. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Kiba. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) magical piercing damage. Mangetsu may make one attack with this weapon as a bonus action.

Kiba Blade Amplification (5 Chakra). As a bonus action, Kiba deals an extra 8 (2d6) lightning damage, and their reach increases by 5 feet for 1 hour.

Nuibari. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical piercing damage. Mangetsu may deal an additional 11 (2d8 + 2) slashing damage to cause a sewn creature to no longer be sewn.

Nuibari Wire Creation (1+ Chakra). As a free action, Mangetsu creates 5 feet of metal wire. He may create 5 additional feet of chakra for every 2 additional chakra points spent. Mangetsu may have up to 50 feet of wire in this way.

Nuibari Sew (5 Feet of Metal Wire). One Large or smaller creature must attempt a DC 17 Strength saving throw. On a failure, they are "sewn". A sewn creature may retry this saving throw as an action, ending this effect on a success. While a creature is sewn, Mangetsu may only be as many feet away from the creature as feet of wire remaining.

Nuibari Pull. All sewn creatures must attempt a DC 17 Dexterity saving throw. On a failure, they take 5 (1d8 + 1) magical slashing damage and are moved 15 feet toward one sewn creature of Mangetsu's choice.

Wired Kunai (1 Chakra). As a bonus action immediately before making a kunai attack, Mangetsu's kunai attack ignores half and two-thirds cover.

Shibuki. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) magical bludgeoning damage.

Burning Shibuki (1+ Tag). On a hit with Shibuki, Mangetsu may deal an additional 5 (1d8) thunder or fire damage for every tag spent (maximum 2).

Blinding Shibuki (1+ Tag). On a hit with Shibuki, 35 (6d10) hit points of creatures within 30 feet, starting with the ones with the lowest hit points ignoring unconscious creatures, are blinded for 1 minute. Mangetsu may increase the number of hit points effected by 6 (1d10) per additional tag spent. They may attempt a DC 17 Wisdom saving throw at the end of each of their turns, ending this effect early on a success.

Unraveling Shibuki (1 Tag). As a bonus action, Mangetsu creates one explosive tag.

Kabutowari. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 6) magical slashing or bludgeoning damage.

Helmsplitter. As a bonus action after a hit with Kabutowari, the target must attempt a DC 17 Strength saving throw. On a failure, its AC is reduced by -2 to a maximum penalty of -6 per each creature, reducing by 2 at the end of a long rest. Whenever a creature can spend hit dice to regain hit points, they may spend up to 2 hit dice to reducing this penalty by a number equal to the number of dice spent.

Samehada. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) magical slashing damage, and they lose a number of chakra points equal to Samehada's base damage die roll (7) and Samehada regains an equal amount of chakra. If the target does not have chakra points and you are not using the Chakra Exhaustion variant rule, they take an additional 7 (2d6) necrotic damage instead of losing chakra points.

Samehada's Rejuvenation. As a bonus action, Mangetsu spends up to 6 of Samehada's chakra points to either regain an equal number of chakra points, or regain twice as many hit points.

Killing Intent. Any creatures of Mangetsu's choice that can see or hear him must succeed a DC 17 Charisma saving throw or become frightened of him for 1 minute. Mangetsu may do this twice, regaining all uses at the end of a long rest.

Vanish (2 Chakra). As a bonus action while lightly obscured, Mangetsu becomes invisible. He remains invisible until he is no longer lightly obscured, takes the attack action, or casts a jutsu.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Mangetsu 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). Mangetsu becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that he is transformed. If the creature saw Mangetsu 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). Mangetsu's movement speed doubles, and his movement does not provoke attacks of opportunity.

Hydrification (3 Chakra). Mangetsu gains the ability to transform into or out of a liquid form at will once per turn for 1 minute. In this form, he gains immunity to bludgeoning, slashing, and piercing damage, but vulnerability to lightning and fire damage, and can squeeze through any space, no matter how small. After 1 minute of this being active, he returns to his solid form.

Hydrification Exploding Funeral (2+ Chakra). As a bonus action, Mangetsu gains a damage reduction of 5. Mangetsu may increase this damage reduction by 1 for every additional chakra point spent, and must spend chakra equal to the total chakra spent to cast this jutsu at the end of each of his turns to maintain this effect.

Demon Wave (10 Chakra). While Mangetsu is in Hydrification's liquid form and touching a body of water, Mangetsu absorbs it. For every 5 cubic feet of water Mangetsu absorbs through this jutsu, his size category increases by 1 to a maximum of Gargantuan. At the end of each turn he is not touching water, he loses 5 chakra points or twice as many hit points. If Mangetsu exits his liquid form, the water from this jutsu returns to normal water, and he loses all of this jutsu's effects.

Demon Wave: Consume. While Gargantuan and in Hydrification's liquid form, SUigetsu may consume 5 cubic feet of water as a bonus action to regain 2 hit points equal or 1 chakra point.

Drowning Water Blob (5 Chakra). One creature Mangetsu is grappling while Hydrification is active is no longer grappled and begins suffocating, and Mangetsu becomes restrained and occupies the target's space until this jutsu ends. Mangetsu must spend 1 chakra at the end of each of his turns to maintain this effect. If Hydrification ends while this jutsu is active, this jutsu ends, and Mangetsu takes 2d6 force damage as he is shunted to the closest open space.

Flying Revolving Sword (2 Chakra). When Mangetsu makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Great Water Body (2 Chakra). Mangetsu's movement speed increases by 10 feet and he gains advantage on Strength and Dexterity saving throws. Mangetsu must spend 2 chakra at the end of each of your turns to maintain this effect.

Great Water Body: Half-Moon Cut (2 Chakra). Mangetsu's movement speed increases by 10 feet, and any melee attacks he makes deal an additional 3 (1d4 + 1) magical bludgeoning damage. Mangetsu must spend 2 chakra at the end of each of your turns to maintain this effect.

Return of the Devil (2 Chakra). As a bonus action, Mangetsu jumps up to 20 feet upward and makes a Kubikiribocho attack against one creature within 5 feet. On a hit, the target takes an additional 10 (2d8 + 1) magical slashing damage and they are returned to the ground. On a success, they take half as much damage.

Water Style Shadow Clone (5+ Chakra/Clone). Mangetsu creates up to five clones. Each clone has 30 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Mangetsu. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Mangetsu controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Mangetsu dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Mangetsu regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Mangetsu, including equipment, features, and any effects affecting Mangetsu when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Mangetsu. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Water Gun (1 Chakra). Ranged Spell Attack: +10 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Gun: Two Gun Style (12 Chakra). Ranged Spell Attack: +10 to hit, range 30 ft., two targets. Hit: 11 (2d6 + 4) magical piercing damage and 6 (1d12) cold damage.

Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 18 Dexterity saving throw. On a failure, they take 8 (1d8 + 4) magical piercing damage. On a success, they take half as much.

REACTIONS

Kubikiribōchō Defense. Mangetsu gains +2 AC. On a miss, the attacker still rolls for damage. If the damage roll exceeds 20, Mangetsu and the attacker must make an Athletics contest. If Mangetsu fails, the blade shatters, dealing 4 (1d8) magical piercing damage, and Mangetsu can't make Kubikiribōchō attacks until he successfully hits 3 Broken Kubikiribōchō attacks.

Return of the Devil (2 Chakra). When a creature unwillingly moves at least 10 feet up, Mangetsu jumps up to 20 feet upward and makes a Kubikiribocho attack against the creature if they are within 5 feet. On a hit, the target takes an additional 10 (2d8) magical slashing damage and they are returned to the ground. On a success, they take half as much damage.

Great Water Body (4 Chakra). Immediately before making a Strength or Dexterity saving throw, Mangetsu's movement speed increases by 10 feet and he gains advantage on Strength and Dexterity saving throws. Mangetsu must spend 2 chakra at the end of each of your turns to maintain this effect.

Substitution (3+ Chakra). When Mangetsu is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Mangetsu can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Mangetsu_hozuki.png
[Source].

Born a Mist shinobi, Mangetsu joined the Mist Academy alongside his younger brother Suigetsu. Despite joining at relatively the same time, they were both reputed to be the reincarnation of Zabuza Momochi, the Demon of the Hidden Mist, giving them the title Second Coming of the Demon. The two strove daily to earn a place in the Seven Ninja Swordsmen of the Mist, no matter what cruelty they had to accomplish; a dream Mangetsu would eventually achieve. More than a prodigy, Mangetsu became the only shinobi in history to ever wield all seven of the Swords of the Hidden Mist, though he was known to prefer Hiramekarei. However, despite his skill, he was still killed in battle, though reports vary on exactly how such a powerful shinobi fell.

Following the dawn of the Fourth Shinobi World War, Mangetsu was resurrected by Kabuto alongside the others of the strongest generation of the Seven Swordsmen of the Mist. Joining in the massacre of the Allied Shinobi Forces' Short Range Attack Division, he was the last of the swordsmen to be sealed, taking almost two entire days for multiple taijutsu and fuinjutsu specialists to do so.


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