Summoning Panda (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.

Summoning Panda[edit]

Medium beast (Rinnegan Summon), unaligned


Armor Class 17 (Natural Armor)
Hit Points 51 (6d8 + 24)
Speed 60 ft.


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

Saving Throws Str +3, Dex +7, Con +7
Skills Acrobatics +7, Arcana +3, Deception +3, Sleight of Hand +7, Stealth +7
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 10
Languages Common
Challenge 6 (2,300 XP)


Chakra. The panda has as many chakra points as was spent to summon it. All chakra points are regained at the end of a long rest.

Physically Resistant. When the panda is targeted by an area effect that lets it make a Strength, Dexterity, or Constitution saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

Ninja Speed. The panda can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Summon-Exclusive. The panda is a creature created by ninjutsu, and can only exist if summoned. If the creature that summoned it is rendered unconcious, it vanishes from this plane of reality.

Combo Summon. A creature may summon the panda through normal means as a bonus action immediately after taking the Attack action if all attacks were against a single creature. When summoned in this way, the panda may immediately make an unarmed strike attack against the creature.

ACTIONS

Unarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Fur Barrier (2 Chakra). The panda hardens its fur, causing it to expand, creating a 10 foot radius barrier of fur centered on it with 15 hit points and the panda's AC, and the panda becomes paralyzed until it ends this jutsu. Area of effects and attacks from outside of the barrier against creatures inside the barrier target the barrier instead, and vice versa.

Harden (2 Chakra). As a bonus action, the panda gains a +2 bonus to its AC and Strength, Dexterity, and Constitution saving throws until the end of its next turn.


Giant_Panda.png
[source].

A manifestation of the Animal Path of the Rinnegan's power, the summoning panda is inarguably the weakest of its kind, though it nevertheless has its purposes as a disposable pawn. In its only known fight, it was used to protect the Animal Path from a single attack from Jiraiya before being cast aside, though rumors persist about Nagato summoning it in his early life to crush his opponents in melee brawls.


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