Satori (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 class 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 is not follow traditional CR.

Satori[edit]

Large fiend, chaotic evil


Armor Class 19 (Natural Armor)
Hit Points 170 (20d10 + 60)
Speed 70 ft., fly 70 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 14 (+2) 12 (+1) 10 (+0)

Saving Throws Str +9, Dex +9, Con +9
Skills Acrobatics +9, Athletics +9, Intimidation +6, Nature +8, Perception +7
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 20 (25,000 XP)


Chakra. Satori has 50 chakra points which he can expend. Satori regains 5 chakra points at the end of each of its turns.

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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage. Satori may make an additional one of these attacks for 5 chakra points to a maximum of 3 attacks.

Launch Feathers (5 Chakra). Satori cover a 15 ft. radius area within 60 ft. in a barrage of feathers for 1 minute (concentration). The area becomes heavily obscured, and any creature that moves 5 ft. within this area takes 1 piercing damage.

'''Giant Sphere (20 Chakra). All creatures in a 10 ft. wide, 60 ft. line or a 20 foot radius sphere 60 feet from it must make a Dexterity saving throw, taking 55 (10d10) force damage, being pushed to the edge of the area, and knocked prone on a failure. Half as much damage on a success. This Jutsu ignores evasion.


In the Land of Grass, bordering the Lands of Earth, Fire, Rain, and Waterfalls, lies the small shinobi Village Hidden in the Grass. Within this village is a deadly artifact, the Box of Ultimate Bliss, a Huge, indestructible cube bearing the faces of demons on its sides said to be able to grant any wish. In the past, its power was used to conquer the world in the time of the Sage of Six Paths, and its myth is so legendary that, should evidence of its existence come to light, all five Kage of the Five Great Nations would work together to crush anything to come from it. However, while its legendary might is true, time and myth have warped peoples' understanding of its power. In reality, should a creature spend 40 chakra to open the box, the monster Satori, called the puppet of the box, emerges. The puppet captures any enemies of the creature that freed it, and throws them into the box. Enemies thrown into the box become comrades. If no one is controlling the puppet, it goes berserk and tries to suck everything into the box. The box closes when the puppet is forced back into the box or the creature that freed it is killed.


Corrupting Power.

Any creature that enters the Box of Ultimate Bliss becomes charmed by the creature that released Satori. While charmed in this manner, they regain 1 chakra at the end of each of their turns, and have a +1 bonus to attack and damage rolls, their jutsu save DC, and their AC.



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