Muyami (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.

Muyami[edit]

Medium humanoid (Human), neutral


Armor Class 13 (Natural Armor)
Hit Points 27 (6d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1)

Saving Throws Dex +5, Int +6
Skills Acrobatics +5, Arcana +6, Deception +2, Sleight of Hand +5, Stealth +5
Senses passive Perception 11
Languages Common
Challenge 6 (2,300 XP)


Chakra. Muyami has 22 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Muyami can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Silent Killing. Once per turn when Muyami has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Clawed Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Muyami 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 Ninjutsu Technique (1 Chakra). As a bonus action, Muyami 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). Muyami 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 14 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, he automatically succeeds. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Muyami's movement speed doubles, and his movement does not provoke attacks of opportunity.

Summoning Jutsu (12 Chakra). Muyami summons Moguranmaru within 5 ft. of him, spending an amount of chakra equal to twice the summoned creature's CR.

Underground Projection Fish (3 Chakra). As a bonus action, Muyami may swim through such materials as easily as water until this jutsu ends. Muyami must spend 1 chakra point at the end of each of his turns to maintain this effect.

Headhunter (6 Chakra). Muyami gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 16 Strength saving throw at the end of each of their turns, ending this effect early in a success.

REACTIONS

Substitution (3+ Chakra). When Muyami is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Muyami can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Muyami_Infobox.png
[Source].

The introverted assassin of the Hidden Grass Village's Team Kazami, Muyami's Earth Style and skill in remaining hidden support his need to hide. During the Leaf and Sand's joint Chunin Exams, Team Kazami attempted to defeat Team Kurenai, but were defeated themselves due to their lack of real teamwork.


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