Shinno (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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.


Medium humanoid (Human), lawful good

Armor Class 18 (Natural Armor)
Hit Points 195 (23d8 + 92)
Speed 55 ft.

18 (+4) 16 (+3) 18 (+4) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Strength +9, Constitution +9
Skills Athletics +9, Perception +6, Insight +6, Persuasion +7
Senses passive Perception 15
Languages Common
Challenge 13 (10,000 XP)

Chakra. Shinno has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Shinno is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Body Revival Jutsu. Shinno regains 4 hit points at the beginning of each of his turns and takes 3 less damage from all sources.


Multiattack. Shinno makes 2 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical slashing damage.

Darkness Wave (5 Chakra). All creatures in a 90 foot cone must succeed a DC 16 Constitution saving throw. On a failure, they take 6 (1d4 + 4) force damage.

Revival Fist (10 Chakra). Shinno create a barrier of dark chakra, granting him full cover in one direction. At the beginning of his next turn, all creatures in a 15 foot cone in the same direction as the cover must succeed a DC 16 Dexterity saving throw. On a failure, they take 18 (3d8 + 4) necrotic damage.

Super Revival Fist (15 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 4) necrotic damage.

Shinn%C5%8D.png Nikutai_Kassei.png
Shinno before (above) and after (below) absorbing the Ten-Tails, Source [[1][2]].

While Shinno, a shinobi from the Hidden Sky Village, typically acts like a typical Jonin-tier rogue nin, his power increases dramatically upon harnessing the powers of the Zero-Tails.

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