Sanshouo (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Sanshouo[edit]

Large construct (Puppet), unaligned


Armor Class 20 (Natural Armor)
Hit Points 127 (15d8 + 60)
Speed 55 ft., burrow 55 ft.


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

Saving Throws Str +8, Dex +8, Con +9
Skills Acrobatics +8, Athletics +8, Deception +5, Sleight of Hand +8, Stealth +8
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)


Puppet. Sanshouo can not act on its own, and must be controlled by a creature with the Path of the Puppetmaster.

Torso Weapons. Sanshouo's attacks automatically hit creatures it is grappling.

Barrel Chest. Creatures grappled by Sanshouo are also restrained.

Puppet Tank. Sanshouo's puppetmaster may choose to allow creatures within its space to enter it as a bonus action. Creatures within Sanshouo can not affect or be affected by anything outside of Sanshouo, and move with it when it moves. Creatures may exit Sanshouo as a bonus action, and automatically exit when Sanshouo drops to 0 hit points.

ACTIONS

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 3) bludgeoning damage.

Fire Spit (1/Day). All creatures within 5 ft. of one point within 30 ft. of Sanshouo must attempt a DC 15 Dexterity saving throw. On a failure, they take 17 (3d8 + 3) fire damage. On a success, they take half as much damage.

Poison Spit (1/Day). All creatures within 5 ft. of one point within 30 ft. of Sanshouo must attempt a DC 15 Constitution saving throw. On a failure, they take 17 (3d8 + 3) poison damage and become poisoned for 1 minute. On a success, they take half as much damage and are not poisoned. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Sanshouo.png
[source].

Shaped like a great salamander, befitting its namesake, Sanshouo is the most outright defensive of Suna's puppet force, acting less like a puppet and more like a ninja tank. It shares the same origin and use as Kuroari and Karasu, though its bulky nature makes it finicky to use for less experienced puppet masters.


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