Shomenkongo (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.

Blue Prince Shomenkongo[edit]

Medium humanoid (Monkey), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 10 (+0)

Saving Throws Dex +8, Cha +4
Skills Acrobatics +8, Insight +4, Intimidation +4, Perception +4
Senses passive Perception 14
Languages Common
Challenge 9 (5,000 XP)


Chakra. Shomenkongo has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Brawn. When Shomenkongo is targeted by an area effect that lets him make a Strength 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. Shomenkongo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dexterous Mind. Shomenkongo may forgo his action to take two bonus actions.

Sage Meditation. As a full turn action, Shomenkongo becomes blind and prone until the beginning of his next turn, and 4 points of Shomenkongo's normal chakra becomes senjutsu chakra.

Senjutsu Chakra. Some of Shomenkongo's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Shomenkongo can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified.

Nature Chakra Sense. Shomenkongo may take the search action as a bonus action. When Shomenkongo takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Shomenkongo can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 1d10 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Shomenkongo 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.

Sage Art. As part of another jutsu, Shomenkongo either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Transformation: Adamantine Staff (5 Chakra). Shomenkongo becomes a simple, two-handed, finesse weapon taking the form of a thick staff. Any creature wielding it can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and dealing 10 (2d4 + 1d10) magical bludgeoning damage on a hit unless their unarmed strike damage die is higher. Shomenkongo can spend his action in this form to end this effect, or increase this weapon's reach by +5 ft. until the beginning of his next turn for every 2 chakra spent, or use Adamantine Prison Wall, and he can not take other actions or move.

Adamantine Monkey Dance (2 Chakra). As a bonus action immediately after using Transformation: Adamantine Staff, Shomenkongo flies up to 50 feet and makes an unarmed strike against one creature within his reach.

Adamantine Technique: Cranium Crusher (2 Chakra). As a bonus action while Transformation: Adamantine Staff, creatures take 1 additional point of damage on a hit with his staff form for every 5 ft. of reach beyond the target until the beginning of his next turn.

Sage Levitation (1 Senjutsu Chakra). Shomenkongo gains a flying speed equal to his movement speed. He must spend 1 senjutsu chakra at the end of each of his turns to maintain this effect.

Adamantine Sage Arms (8 Chakra). One creature Shomenkongo touches sprouts up to 4 additional arms for 1 minute. These arms are fully prehensile and act exactly as their existing arms do. While a creature has these arms, they gain an additional reaction which they may only use to impose disadvantage on one attack against them.

Sage Nature Record Reading (18 Senjutsu Chakra). Shomenkongo communes with the natural energy's memory of what happened within it. He can ask the energy up to five questions. The energy knows the combined knowledge every creature that died in the area up to 10 years ago. Answers are usually repetitive, cryptic, or contradictory due to similar overlapping memories, and the energy is only able to communicate in visual images without text that appear vividly in his mind.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Shomenkongo makes two unarmed strikes

Leaf Gust (8 Chakra). Shomenkongo makes an unarmed strike against every creature within 10 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: The target moves 30 feet in a direction of Shomenkongo's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shomenkongo gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Shomenkongo casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Shomenkongo's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 1d10 + 4) magical bludgeoning damage. Shomenkongo may fly up to 30 feet before making this attack. This may be used as a bonus action

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: The target is restrained until Shomenkongo is not within 10 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Shomenkongo using this jutsu.

REACTIONS

Substitution (3+ Chakra). When Shomenkongo is hit by an attack and would take damage, they decrease the damage by 17 (1d10 + 12) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Shomenkongo can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

The Lesser Prince of Sage Monkeys of Saiyuki Valley, deep within the Land of Lightning, Shomenkongo is the son of Lesser King Enma. Born during the Warring States Period at the height of his people's distaste for humanity, which only grew when the Great King of the Sage Monkeys was stolen from them for the first time while he was only a child. Now in his physical prime for the next few decades, he is physically more powerful than his father, and far stronger than those his age, though his father still outclasses him in skill and overall ability. While his anger has given him power, it has also isolated him from even his own people, living sequestered in a cave beneath the throne room. Whether by a lack of sunlight, his curse of hatred, or something else entirely, his naturally red skin has turned a deep blue.


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