Mist Chunin (5e Creature)
Hidden Mist Village Chunin
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Small humanoid (Human), any alignments Armor Class 16 (Natural Armor)
Saving Throws Dexterity +6 Chakra. The chunin has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest. ACTIONSMultiattack. The chunin makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Shuriken (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The Chunin may make 1 additional attack for every additional chakra point spent. Water Gun (1 Chakra). Ranged Spell Attack: +6 to hit, range 20 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Water Prison (4 Chakra). Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 7 (1d10 + 2) magical bludgeoning damage and become restrained for 1 minute (concentration). At the end of each of its turns, the target can attempt a DC 14 Strength saving throw. On a success, the target is no longer restrained. Water Shark Bomb (10 Chakra). Ranged Spell Attack: +6 to hit, 50 ft. line. Hit: 16 (3d8 + 2) bludgeoning plus 7 (2d6) cold damage and must make a DC 14 Strength saving throw or be pushed back 10 feet and fall prone.
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After graduating the academy and the Chunin Exam, Mist shinobi officially become chunin. They are issued standard issue body suits and flak jackets, though not all chunin decide to wear them, and are given the OK to take on more dangerous or complex missions. If a chunin receives enough commendations, they are given the option to become jonin. |
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