Sand Puppet Master (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.

Puppet Master[edit]

Medium humanoid (human), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 45 (10d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Dex +6, Cha +5
Skills Arcana +6, Deception +5, Investigation +6, Perception +5, Stealth +6
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. The Puppet Master has 14 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Evasion. When the Puppet Master is targeted by an area effect that lets them make a Dexterity saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save.

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

Puppet Master. The Puppet Master is in possession of two Karasu.

ACTIONS

Multiattack. The Puppet Master makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The Puppet Master may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Chakra Threads (2 Chakra). The Puppet Master creates chakra threads that have 2 hit points and immunity to all damage except magical slashing. When they take the Attack action, they can replace an attack with a grapple check against a Large or smaller creature within 50 feet. If the Puppet Master loses concentration, this effect ends.

Control Puppet. As an action or bonus action while Chakra Threads is active, the Puppet Master controls 2 puppets within 40 feet. While controlling their puppet(s), they can choose whether they or one puppet takes their action, bonus action, and/or reaction, and both they and their puppet can take their movement. If a puppet leaves the range of their movement speed, they lose control of it. If they can make more than 1 attack when the Puppet Master take the Attack action, they may make an attack with multiple puppets or multiple attacks with a single puppet.

Black Secret Technique: Machine One Shot (8 Chakra). One puppet the Puppet Master is controlling forces one creature within its reach to attempt a DC 15 Intelligence saving throw. On a failure, they have disadvantage on all checks and saving throws until the end of their next turn. A creature may choose to take 10 (2d8 + 1) + the puppet's Dexterity modifier magical slashing damage and automatically succeeding the saving throw.

Black Secret Technique: Machine Two Shot (4 Chakra). While one puppet the Puppet Master is controlling is grappling a creature, they detach its limbs and turn them inward. On the Puppet Master's next turn as another action, the target takes 12 (2d10 + 1) + the puppet's Dexterity modifier magical slashing damage.

Black Secret Technique: Machine Triple Shot (6 Chakra). While one puppet the Puppet Master is controlling is grappling a creature, any attacks against the creature automatically roll a 20 until the beginning of the Puppet Master's next turn.

Poison Mist Hell: Hundred Continuous Firing (4+ Chakra). When the Puppet Master takes the Attack action, one puppet the Puppet Master is controlling makes an additional attack. The Puppet Master can spend 4 additional chakra to make an additional attack to a maximum of 4 total attacks.

Transformation (1+ Chakra). The Puppet Master becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that they are transformed. If the creature saw them 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). The Puppet Master's movement speed doubles, and their movement does not provoke attacks of opportunity.

REACTIONS

Substitution (3+ Chakra). When Puppet Master is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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 their place and he takes any remaining damage from that attack. Puppet Master can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

An elite group of shinobi in the Hidden Sand Village, the Puppet Corps recruits genin, who then train constantly in creating, customizing, and controlling puppets.


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