Master Puppet (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.

Master Puppet[edit]

Large construct (Puppet), unaligned


Armor Class 19 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 18 (+4)

Saving Throws Str +8, Dex +9, Con +8
Skills Acrobatics +9, Arcana +6, Athletics +8, Deception +9, Sleight of Hand +9
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)


Chakra. The master puppet has 50 chakra points which it can expend. All chakra points are regained at the end of a long rest. A creature controlling the master puppet can not spend this chakra.

Independent Puppet. Despite being a puppet, the master puppet is fully intelligent. While not being controlled by a creature with the Path of the Puppetmaster, the master puppet is berserk.

Wholly Resistant. When the master puppet isn't being controlled and is targeted by an area effect that lets him make a 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 he fails the save.

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

Two-Faced. The master puppet, and the creature controlling it if applicable, can not be surprised.

ACTIONS

Stomp. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Elemental Shot (3 Chakra). Ranged Spell Attack: +9 to hit, range 20/40 ft., one target. Hit: 15 (4d4 + 4) force damage.

Mind Control Genjutsu (5 Chakra). One creature within 30 feet that can see the puppet must attempt a DC 17 Charisma saving throw. On a failure, they fall unconcious for 1 minute. While unconscious in this way, a puppetmaster may control the target as if they were a puppet. IF the puppet master is not being controlled, it may control any number of these creatures at a time. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Master_Puppet.png
[source].

When the Shirogane clan was crushed the first time, the Five Great Shinobi Nations were relieved to see that their ultimate weapon, the master puppet, had not been awakened. Dividing its intelligence into five chakra orbs in order to keep it dormant under the watch of all five kage, its power is said to be capable of reducing the shinobi world to nothing, and has shown the desire to do so. Durring their final gasp, the last of the Shirogane clan were able to awaken the monolith, but it was luckily stopped by Naruto, Neji and Shikamaru, finally destroying the ancient weapon for good.


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