```metadata title: Yaco's Deck of Adversaries description: '' tags: [] systems: [] renderer: legacy theme: 5ePHB ``` ```css .phb hr + blockquote p, .phb hr + blockquote li, .phb hr + blockquote table{ font-size:12px; /* font-size:11.2px; Use for Genwa */ /* Use for everything else */ } .phb { background-color:#f0ede4; background-blend-mode:luminosity; color:black; } .phb::after {background-image:none;} .phb .classTable { border-image-source:url(https://media.discordapp.net/attachments/310627186749210625/927762414412369970/Test5.png); border-image-slice:230 230 230 230; border-image-width:80px; border-image-outset:20px 15px 15px 15px; background-color: #f2f2f2; } .phb .classTable table { margin-bottom:unset;} .phb .classTable tbody tr:nth-child(odd) { background:#c8d9d8; /* This changes the alternating row color */ } /* Table Color */ .phb table tbody tr:nth-child(odd) { background-color: #c8d9d8; background-blend-mode: luminosity; } .phb blockquote { background-color: #f2f2f2; background-blend-mode:luminosity; } .phb hr+blockquote { background-color: white; } .phb hr+blockquote { background-color: #f2f2f2; border-image-source:url(https://media.discordapp.net/attachments/310627186749210625/927762414412369970/Test5.png); border-image-slice:230 230 230 230; border-image-width:130px; border-image-outset:20px 15px 15px 15px; } .fontForClasses td { font-size: 11.5px; } .bloodlineFont h5 { font-size: 15px; } .bloodlineFont td, hr, tr { font-size: 12px; } .boonsFont td { font-size: 12px; } .tableSmall td { font-size: 12.5px; } .smallFont td { font-size: 11px; } /*a:link, a:visited { //color: #50180d; //background-color: transparent; }*/ font-family: eb-garamond, serif; font-weight: 400; font-style: normal; font-family: 'PT Sans', sans-serif; font-weight: 400; font-style: normal; ``` # Yaco's Deck of Adversaries ## Before we start ### Know your Party Jesus christ please know what your players are using before throwing some pre-built adversary at them. ### Keep it Personal Even if this is a public Adversary book, I really, **really** encourage you to actually try to build adversaries for your party. The Adversary Builder can look scary at first, and it can take time until you feel confident building adversaries, but still, give it a try. At the end of the day, this is a game that you are sharing with your friends, and the best way to have a good experience, is to have a curated campaign. Players will notice if you spend time building adversaries that fit against them, and they **will** thank that. Use this book as inspiration, as a last resort for saving time, or fuck it, and make a complete campaign out of it, either way, I hope you enjoy your time playing. ### Setting Guidance All the Chapters from this book will contain a small text dedicated to help you integrate this adversaries to your games. Additionlly, most of the factions in this book were designed arround the idea of being able to create an adventure arround them. From a one shot, to a short campaign, to the next arc of your main campaign. ### Not everyone is your enemy Not every Statblock or NPC in here must be the enemy party. You can use some of this Statblocks to make a neutral, or non-combatant friendly npc to the party. For more information about each NPC, a link to the Card Page on the Legends of Runeterra Wiki will be linked to their name, by reading the Flavor of each card, quotes, and even the interaction between cards you can get an idea of each card personality and also why I made certain design desitions when making their statblocks. ### Legends of WHAT Some adversaries from this book were made based on characters from the Legends of Runeterra game, the League of Legends card game. Still, all of them were converted to fit a Naruto setting, and im confident that they can be included in almost any table without any changes to the flavor. ``` ``` ### Level Expectation I like to play arround 3rd to 7th level, so expect most of the adversaries in here to be within that margen. If you found an adversary that you want to use, but its lower level than you expected, you can use it as a base to create a higher-level version. ### Modifiers No adversary in this book was made with the **Epic Adversary**, **Single Combat Mission**, **Optimized Players** or **Exponential HP Scaling** modifiers active. \page ## Things I do diferently ### Group Fights All of my standards NPCs are built with the idea of being in a team. Combining diferent roles and adversaries from the same group is crucial for having an actual enjoyable combat. In some cases, you can throw a group of the same unnamed adversaries, and the fight can go smooth anyways. ### Resistance, Immunity and Vulnerability In a system without an actual Monster Book, on which its encouraged for each DM to actually create their own adversaries based on their party, I found thats a waste of time to settle specific resistances or vulnerabilities for a public Bingo Book uness is completly necessary or obvious, as it only adds an extra layer of information that the DM must track only to never trigger. Ill only list Resistances, Immunities and Vulnerabilities on NPCs that are Named or Iconic if its based on lore, or in adversaries that should always have certain weak or strong sports regarthless of the party they are facing. (i.e a fire construct will always have Fire Immunity and Water Vulnerability). I encourage you to add them as you see fit. ### Threat level I base my adversaries as if they are fighting PCs of their level. Use their Rank to better fit how hard an encounter can be. - C Rank = Safe - B Rank = Challenging - A Rank = Danger ### Damage Reduction All of my standards that have Damage Reduction have that propertie reduced by half. As most of my players are not minmaxer animals, having 11 DR for a 4th level adversary seems a lot to me. If you find that your players are destroying this NPCs, you can always double their DR value. ### Elite and Solos This is how I run the encounters, so the Elite and Solo adversaries are balanced arround this rules. - Legendary Actions are taken at the end of each player's turn, except at the start of the NPC's turn. - Elite Actions are taken at the start of each round, even if the NPC is on top of initiative. Suck it up players - Elite and Legendary Actions can be used for anything. Moving, Casting a Jutsu, Attack Action, Ability Check, etc. - An Elite or Legendary action does not count as a turn. - Solo NPCs are ***always*** builded arround a 3-Man party. ``` ``` ## How to Scale Adversaries ### Bring some friends to the party Most standards are made to be a 1 to 1 to a PC of their same level. So most parties should be fine facing against a group of standards as large as their party. If you find your players stomping around, you can always add a few more unnamed adversaries, taking into account their Rank. In the case of Elites and Solos, Elites are made to be able to face off against 2 Players of their same level. Solos were made with the idea to fight a group of 3. Adding some standards into the initiative can make the combat more dificult, but keep in mind that you **will** end up overpowering your players by action economy alone. ### Make them tough As metioned before, all the standards that posseses DR, their value was reduced by half. Multiplying their DR can help you sustain a few more rounds. Keep in mind that a higher DR will affect more characters builded arround multi-hit attacks. In the same vein, adding Resistances and Immunities to certain damages and conditions is a good option to keep the fight fresh. ### Adding Jutsus Add Jutsus that you think fit the adversaries, use the statblock as a base and not as a final rule. For example, **all supporter** adversaries should know how to cast Release. In a similar case, all Chunin rank shinobis, or higher, should be able to cast most if not all E-Ranks. ### Use the Scenario at your Advantage Make your party fight some Lunari during the night and with hiding spots. Use water sources, terrain advantage or scenarios on which AoE Jutsus cannot be used ir order to challenge your players. ### Balance, dont Counter The worst error that you could make is to try to counter the build of one of your players. The line between making a player play their weak side, and to make their character useless is really thin. You dont want to make your player feel like their hole biuld is uselees. If you have an only fire release user with almost no other options, making an adversary immune to fire is **not fun** for your player. Make it immune to certain rank jutsus, or to be immune to damage unless a certain ammount is dealt at the same time. \page # Table of Content ### Taragon - **[Lunari](#p4)** - **[Solari](#p8)** ### Bilgewater - **[The King's Court](#p12)** ### Ionia - **[Shadow Order](#p18)** - **[Wuju Order](#p23)** - **[Shojin Order](#p26)** \page # [Lunari](https://leagueoflegends.fandom.com/wiki/Lunari) #### A New Moon Rises Originating on The Land of The Moon, the Lunari are an ancient organization and religious order which venerate the Moon. The worship of the Moon. The religion spoke that the world needed balance between both sun and moon to live and thrive. However, it has long since been quashed from the world and history, most likely by the Solari's hand. The Lunaris are known for working during the night, as the moon not only provide them with blessings, but also helps them hide their existance. #### How to Implement Lunaris in your word From a simple organization that venerates the moon with a subplot of your own, to Ōtsutsuki Cultist, maybe they are trying to summon an anciet creature sealed inside the moon, to a simple war between two factions, the Lunaris are a really versatile Affiliation to implement in your campaign. If you want to include more adversaries to this faction, try Hyuga and Aphelios. Also read: Aphelios Clan, Yaconomicon. ___ > ## [Lunari Cultist](https://shorturl.at/auzZ9) >*B-Rank, Standard, Striker, Lunari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 20 (3 DR) > - **Hit Points** 106 > - **Chakra Points** 64 > - **Speed** 50ft. > - **Initiative ** 4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 |14 |16 |10 |12 | 8 | >___ > - **Saving Throws** +9 to Str, +6 to Dex, +4 to Con, +1 to int +2 to Wis, +0 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Moon Weapons** This adversary can change its weapons as a Free Action on their turn, creating a new one. Changing weapon mantain any Jutsus applied to the original weapon. > >**Phasing** Once per turn, after dealing damage with a weapon attack or taijutsu attack, this adversary gains +1 to damage rolls. This can stack up to 8 times. > >**Crescent Moon (Affiliation, Unique)** Once per turn, after casting a Bukijutsu with the Combo keyword, this adversary can cast any bukijutsu from the Crescent Moon family, the jutus casted must be from their corresponding weapon damage type. > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 12 > >D-Ranks*(Cost 5)*: Darkvision, Substitution Technique > > ***Taijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace, Moonlight High > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: 1-Strike Slash, 2-Cross Strike, 3-Point Pierce, Breath of Beast: Fang, Scatter Bow, Soul Mark, Sould Hunt, Soul Steal > >C-Ranks*(Cost 9)*: **Crescent Moon Family** > >B-Ranks*(Cost 14)*: Moonlight > > ### Actions > *** MultiAttack.*** The Lunari Cultist makes 3 Weapon Attacks or one Crescent Strike > > ***Moon Weapon*** Melee/Ranged Weapon Attack:* +11 to hit* > > ***Crescent Strike*** Melee/Ranged Weapon Attack:* +11 to hit*, on a hit, the creature must succeed a DC 17 Constitution Saving Throw or being Stunned until the end of their next turn. If this adversary strikes a Critical Hit with this attack, the target creature automatically fails their saving throw. \page ___ > ## [Lunari Shadestalker](https://leagueoflegends.fandom.com/wiki/Lunari_Shadestalker) >*B-Rank, Standard, Lurker, Lunari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 19 > - **Hit Points** 76 > - **Chakra Points** 100 > - **Speed** 55ft. > - **Initiative ** 7. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|14 |18 |16 |12 |12 | 8 | >___ > - **Saving Throws** +3 to Str, +9 to Dex, +7 to Con, +3 to int +3 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > - **Weapon Crit Range** 18 (17 During Night) > - **Jutsu Crit Range** 20 (19 During Night) > ___ > >**Lunar Warrior** During the Night, this adversary gains +1 to their Critical hit threat. > >**Shadow Stealth** While in dim light or darkness, you can take the Hide action as a bonus action. Additionally, while hidden, you make no sound while moving and cannot be tracked by any means that require vision. > >**Sneak Attack** Once per turn, you deal an extra, 1/2 level d8 damage when you hits a target with an attack and have advantage on the attack roll, or when the target is within 5 feet of your ally, as long as you don't have disadvantage > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Body Flicker, Darkvision, Substitution Technique > > ***Taijutsu. *** +9 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace, Moonlight High > > ***Bukijutsu. *** +9 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Chained Embrace, Chain Pull > >C-Ranks*(Cost 9)*: Crescent Moon Beheading > >B-Ranks*(Cost 14)*: Moonlight *(Slashing)* > > ### Actions > *** MultiAttack.*** The Lunari Shadestalker makes 2 Scythe Attacks > > ***Chained Hand Scythe*** Melee Weapon Attack:* +10 to hit, reach 10ft., one target. Hit* 2d4 + 5 Slashing damage. \page ___ > ## [Lunari Duskbringer](https://leagueoflegends.fandom.com/wiki/Lunari_Duskbringer) >*C-Rank, Standard, Controller, Lunari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 18 > - **Hit Points** 63 > - **Chakra Points** 97 > - **Speed** 30ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |16 |18 |10 |18 |10 | >___ > - **Saving Throws** +2 to Str, +6 to Dex, +8 to Con, +3 to int +8 to Wis, +3 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Moonlight Affliction (Affilliation, Unique)** Creatures that critically fail a Saving Throw against a genjutsu from the Lotus family that you casted, gain the blinded condition until the end of their next turn. During the Night, this apply to creatures that fail their save, in addition to critically failing it. > >**Duskpetal Dust (Affilliation, Unique)** Genjutsu from the Lotus familiy that you cast cannot negatively affect other Lunaris by any means. > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Darkvision, Substitution Technique > > ***Genjutsu. *** +7 to Hit, DC 16 > >E-Ranks*(Cost 2)*: Feather Burst, Release > >D-Ranks*(Cost 5)*: **Lotus: Petal Family.** > > ### Actions > *** MultiAttack.*** The Lunari Duskbringer makes 1 Scythe Attack > > ***Hand Scythe*** Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit* 1d4 + 3 Slashing damage. ___ > ## [Lunari Priestess](https://leagueoflegends.fandom.com/wiki/Lunari_Priestess) >*C-Rank, Standard, Supporter, Lunari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 17 > - **Hit Points** 66 > - **Chakra Points** 61 > - **Speed** 40ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 7 |16 |14 |10 |12 |18 | >___ > - **Saving Throws** -1 to Str, +4 to Dex, +3 to Con, +1 to int +5 to Wis, +8 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Gifts From Beyond (Affiliation, Unique)** During the night, once per round, after casting a Jutsu targeting a Lunari, the target creature next Jutsu has a reduced chakra cost of -2. > >**Astral Protection (Affiliation, Unique)** This adversary can as a reaction cast Chakra Shield targeting one Lunari creature within 60ft. > >**Moonsilver (Affiliation, Unique)** During the night, the first jutsu that this adversary cast each round has a reduced chakra cost of -2. > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 12 > >D-Ranks*(Cost 5)*: Chakra Shield, Hollow Stars, Darkvision, **Medical Release:** Healing Aura, **Medical Release:** Healing Hands, Substitution Technique > > ### Actions > *** MultiAttack.*** The Lunari Priestess makes 1 Weapon Attack > > ***Hand Scythe*** Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit* 1d4 + 3 Slashing damage. \page ___ ___ > ## [Cygnus the Moonstalker](https://leagueoflegends.fandom.com/wiki/Cygnus_the_Moonstalker) >*B-Rank, Iconic Elite, Lurker, Lunari, Prof +4* > > **Level** 6, **Tenacity Die: 6** > ___ > - **Armor Class** 22 > - **Hit Points** 162 > - **Chakra Points** 186 > - **Speed** 105ft. > - **Initiative ** 9. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |20 |14 |12 |14 |12 | >___ > - **Saving Throws** +3 to Str, +9 to Dex, +6 to Con, +3 to int +4 to Wis, +3 to Cha > - **Skills** Taijutsu, Chakra Control > - **Senses** passive Perception 18 > - **Weapon Crit Range** 18 (17 During Night) > - **Jutsu Crit Range** 20 (19 During Night) > ___ > >**Lunation** During the Night and once per combat, when this adversary scores a Critical Hit, it can treat the target creature as vulnerable to the damage. > >**Moonstalker** Any Lunari Shadestalker that's in combat with Cygnus may take their Shadow Step feature as a Free Action, instead of a Bonus Action. > >**Shadow Stealth** While in dim light or darkness, you can take the Hide action as a bonus action. Additionally, while hidden, you make no sound while moving and cannot be tracked by any means that require vision. > >**Moon Beheader** (Affiliation, Unique) When casting Crescent Moon Beheading, if this adversary rolls 4 or more 9's or 10’s on the d10, from the jutsu’s damage die, the target creature is immediately beheaded. > >**Iconic Reflexes** You gain a +30 bonus to your movement speed, cannot have your speed reduced by any means, ignore difficult terrain, and have advantage on all abilitiy checks and saving throws made to resist the grappled, slowed, weakened, and restrained conditions. Additionally, when you would succeed on a Dexterity saving throw, you ignore its effects. > >### Cygnus's Clan/Role Passive(s) > >**When the sun goes down, we strike. (Affiliation, Unique)** This adversary is faithful to the moon. During the Night, this adversary gains +1 to their Critical hit threat, aditionally each turn this creature makes a melee weapon attack, they gain a +1 bonus to damage up to a maximum of +8. When this adversary reaches a +8, the next instance of damage they deal, treats the target creature as if being vulnerable to the damage, reseting back to 0 this bonus to the damage. > >**Lurker Pasive** You cannot be seen by Chakra Sight. > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Darkvision, Substitution Technique > > ***Taijutsu. *** +9 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace, Moonlight High > > ***Bukijutsu. *** +9 to Hit, DC 17 > >D-Ranks*(Cost 5)*: 1-Strike Slash, 3-Lateral Slash, Breath of Beast: Fang, Weapon Break > >C-Ranks*(Cost 9)*: Augmented Lethality, Crescent Moon Beheading, Front Beheading, Light Weight > >B-Ranks*(Cost 14)*: Moonlight *(Slashing)* > > ### Actions > *** MultiAttack.*** Cygnus the Moonstalker makes 2 Curved Blade attacks or one Crescent Strike. > > ***Curved Blade*** Melee Weapon Attack:* +12 to hit, reach 5ft., one target. Hit* 1d10 + 7 Slashing damage. *Deadly, Blocking.* > > ***Crescent Strike*** Melee/Ranged Weapon Attack: +12 to hit, on a hit, the creature must succeed a DC 17 Constitution Saving Throw or being Stunned until the end of their next turn. If this adversary strikes a Critical Hit with this attack, the target creature automatically fails their saving throw. > > ***Elite Tenacity*** When Cygnus would make a Saving throw or ability check, they may roll an additional d4, up to the number of die they have remaining at once. > > ***Elite Action*** At the start of each round Cygnus can take an Elite Action, and use it to move, cast a jutsu or take the attack action. \page # [Solari](https://leagueoflegends.fandom.com/wiki/Solari) #### The Dawn has Arrived Solari are an ancient organization and religious order which venerate the the Sun. Natural enemies and hunters of the Lunari, the Solari can be seen as their oposition. The worship of the Sun as the source of all life. Solaric worship is largely made up by a special sect who surrender their mantles of war in favor of greater solar devotion. Currently, fights to protect the helpless and the innocent. The Solari are strong people, with a heart strong as their muscles, you will never find a corrupt Solari and they always have an objective in mind; see a new dawn. They wield heavy armor, spears, swords and shields, marching loud as a unit during the day. #### How to Implement Solaris in your word As said before, the Solari are the oposite force that clashes with the Lunari. Once you have the Lunari implemented in your setting, the Solari can be added to grant a bit of a spice. Maybe letting the players pick their side on a religious war, or tasked by one order to hunt down or protect some priests. If you want to include more adversaries to this faction, try Sarutobi and Shakuton ___ > ## [Solari Soldier](https://leagueoflegends.fandom.com/wiki/Solari_Soldier) >*B-Rank, Standard, Striker, Solari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 19 (DR 3) > - **Hit Points** 100 > - **Chakra Points** 58 > - **Speed** 50ft. > - **Initiative ** 3. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 |12 |14 |10 |10 |14 | >___ > - **Saving Throws** +6 to Str, +2 to Dex, +6 to Con, +1 to int +1 to Wis, +6 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Solar Warrior (Affilliation, Unique)** During the day, and while under direct sunlight, increase your Weapon Damage die by +1. > >**Great Weapon Master** While wielding a weapon with two hands, this Adversary can choose to take a -5 penalty to its attack roll, gaining a +10 bonus to damage rolls, once per turn. > >**Cleave** When you would make a Melee Weapon attack against a creature who has another creature within 5 feet of them, you can choose to deal your attacks damage to both, if you score a hit. > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 12 > >D-Ranks*(Cost 5)*: Chakra Shield (Fire) > > ***Taijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: 1-Strike Slash, Breath of Flame: Unknowing, Yosaku Cut > >C-Ranks*(Cost 9)*: Breath of Flame: Undulation, Falling Blade, Nobunaga's Fury > > ### Actions > *** MultiAttack.*** The Solari Warrior makes 3 Great Axe Attacks > > ***Great Axe*** Melee Weapon Attack:* +11 to hit, reach 5ft., one target. Hit* 1d12 + 5 Slashing damage. \page ___ > ## [Solari Shieldbearer](https://leagueoflegends.fandom.com/wiki/Solari_Shieldbearer) >*B-Rank, Standard, Defender, Solari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 20 (6 DR) > - **Hit Points** 118 > - **Chakra Points** 82 > - **Speed** 40ft. > - **Initiative ** 2. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|18 |10 |18 |12 |12 |10 | >___ > - **Saving Throws** +8 to Str, +2 to Dex, +6 to Con, +3 to int +3 to Wis, +4 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Daybreak (Affilliation, Unique)** As a bonus action, this adversary can redirect all sources of light into a single spot with its shield. Select a 5ft square, that square counts as if being under direct sun light for Solari creatures. If a creature thats not a Solari would be in that spot, they gain the blinded condition until they move away. > >**Got your Back** When standing within 15ft to an ally or attacking target, you can spend your reaction to redirect the attack onto yourself, ganing the benefits of **Parry** until the end of the current turn. > >**Parry** As a reaction, gain +3 AC against all melee attacks that you can see until the beginning of your next turn. > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Chakra Shield *(Fire)*, Hollow Stars *(Fire)*, > > ***Taijutsu. *** +8 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Brace, Dragging Full Rotation > > ***Bukijutsu. *** +8 to Hit, DC 16 > >D-Ranks*(Cost 5)*: 3-Point Pierce, Weapon Break > >C-Ranks*(Cost 9)*: Breath of Flame: Undulation, Guardian Knight *(Heavy)* > > ### Actions > *** MultiAttack.*** The Solari Shieldbearer makes 1 Spear Attack and 1 Shield Attack. > > ***Spear*** Melee Weapon Attack:* +9 to hit, reach 10ft., one target. Hit* 1d6 + 4 Slashing damage. > > ***Shield*** Melee Weapon Attack: Select a creature within 5ft, the target must succeed a DC 17 Strength Saving Throw or fall prone. \page ___ > ## [Solari Sunforger](https://shorturl.at/eBX46) >*C-Rank, Standard, Generalist, Lunari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 18 > - **Hit Points** 70 > - **Chakra Points** 70 > - **Speed** 30ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |16 |14 |16 |10 |12 | >___ > - **Saving Throws** +3 to Str, +5 to Dex, +6 to Con, +5 to int +2 to Wis, +3 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Sunforger (Affilliation, Unique)** This adversary is able to cast Jutsus with the Fire Release Keyword, and the range of Self, targeting Solari creatures within 15ft. > >**Sunblessed Vigor (Affilliation, Unique)** During the day, and under direct sunlight, this adversary gain 6 temporary hit points at the start of each of their turns. > > ### Jutsu > ***Ninjutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: Chakra Shield (Fire), Fire Release: Absorb Heat, Fire Release: Flame Coat, Fire Release: Tempered Metals > >C-Ranks*(Cost 9)*: Fire Release: Flame Armor, Fire Release: Heated Sight > > > ### Actions > *** MultiAttack.*** The Solari Sunforger makes 2 Broadsword Attack > > ***Broadsword*** Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit* 1d6 + 3 Slashing damage. ___ > ## [Solari Priestess](https://leagueoflegends.fandom.com/wiki/Solari_Priestess) >*C-Rank, Standard, Supporter, Solari, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 17 (DR 2) > - **Hit Points** 66 > - **Chakra Points** 61 > - **Speed** 40ft. > - **Initiative ** 4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |14 |14 |18 |10 |12 | >___ > - **Saving Throws** +0 to Str, +6 to Dex, +3 to Con, +5 to int +4 to Wis, +2 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Morning Light (Affiliation, Unique)** This adversary can as a reaction cast Chakra Shield targeting one Solari creature within 60ft. > >**Rallying Cry** When you would cast a Jutsu that can target allied creatures with supportive effect, you also remove a condition from all affected allies. (Recharge 5-6) > > > > ### Jutsu > ***Ninjutsu. *** +8 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Chakra Shield *(Fire)*, Hollow Stars *(Fire)*, Fire Release: Passionate Flames, Fire Release: Rekindled Flames > >C-Ranks*(Cost 9)*: Medical Release: Aura of Life, Fire Release: Everflame seeds > > ***Genjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Extrasensory, Painful Vision > > ### Actions > *** MultiAttack.*** The Solari Priestess makes 1 Spear Attack. > > ***Spear*** Melee Weapon Attack:* +6 to hit, reach 10ft., one target. Hit* 1d8 + 2 Slashing damage. \page ___ ___ > ## [Rahvun, Daylight's Spear](https://leagueoflegends.fandom.com/wiki/Rahvun,_Daylight%27s_Spear) >*B-Rank, Iconic Elite, Striker, Solari, Prof +4* > > **Level** 6, **Tenacity Die: 9** > ___ > - **Armor Class** 21 (DR 6) > - **Hit Points** 211 > - **Chakra Points** 167 > - **Speed** 70ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 |12 |16 |10 | 8 |14 | >___ > - **Saving Throws** +6 to Str, +5 to Dex, +6 to Con, +1 to int +0 to Wis, +5 to Cha > - **Skills** Taijutsu, Chakra Control > - **Senses** passive Perception 18 > - **Damage Resistance** Fire > - **Condition immunity** Blinded, fear > ___ > >**Daylight's Spear (Affilliation, Unique)** Your spear generates 20ft of bright light and 10 additional feet of dim light. > >**Versatile Weapon Expert** While wielding a weapon with the versatile weapon property, you gain a +1 bonus to attack and damage rolls with the weapon *(Applied)*. Additionally, if you make more than one weapon attack with the versatile weapon in the same action and hit with both attacks against the same creature, the target of the attacks gains 1 stack of bleeding. > >**Solar Warrior (Affilliation, Unique)** During the day, and while under direct sunlight, increase your Weapon Damage die by +1. *(Applied)* > >**Sunblessed Vigor (Affilliation, Unique)** During the day, and under direct sunlight, this adversary gain 6 temporary hit points at the start of each of their turns. > >**Iconic Tenacity** You gain additional Tenacity die equal to half your level. > >### Rahvun's Clan/Role Passive(s) > >**May our light shine forever. (Affiliation, Unique)** Any Solari that can see Rahvun, counts as if being under direct sunlight. > >**Striker Pasive** Once per turn, Your weapon, Taijutsu and Bukijutsu damage ignores up to 10 Damage reduction. > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 13 > >E-Ranks*(Cost 3)*: Chakra Blow > >D-Ranks*(Cost 5)*: Chakra Shield *(Fire)*, Fire Release: Absorb Heat, Fire Release: Flame Coat > >C-Ranks*(Cost 9)*: Fire Release: Flame Armor, Fire Release: Heated > > ***Bukijutsu. *** +10 to Hit, DC 18 > >D-Ranks*(Cost 5)*: 2-Point Penetrate, 3-Point Pierce, Breath of Flame: Unknowing > >C-Ranks*(Cost 9)*: Breath of Flame: Undulation, Front Beheading, Guan Yu's Loyalty, Guardian Knight (Heavy), Versatile Thoughts > > ### Actions > *** MultiAttack.*** Rahvun, Daylight's Spear makes 3 Spear attack and one shield attack. > > ***Spear*** Melee Weapon Attack:* +14 to hit, reach 10ft., one target. Hit* 2d6 + 7 Slashing damage. > > ***Shield*** Melee Weapon Attack:* Select a creature within 5ft, the target must succeed a DC 18 Strength Saving Throw or fall prone. > > ***Elite Tenacity*** When Rahvun would make a Saving throw or ability check, they may roll an additional d4, up to the number of die they have remaining at once. > > ***Elite Action*** At the start of each round Rahvun can take an Elite Action, and use it to move, cast a jutsu or take the attack action. \page # The King's Court #### My boat, my rules. In some random dock within the Land of Water, Jack's personal vessel lays. it has borne him and his ilk across all the seas, from Kirigakure to The Land of Iron. How it travels underneath the water without sinking is anyone’s guess, but it’s been said that beneath the surface is where the real danger lies... The King's Court is a vessel that funcion as a private pit fighting club for those who are looking for some quick ryo, a fun night or a new scar. It also home to some of the darkest buisness in the area, and some say that the patrons in a busy night are some of the most dangerous or influencial people out there. ``` ``` #### How to implement Jack and his crew on your setting? This place has something for everyone. A point of interest, a small adventure, or even a new questgiver, *if* you gain Jack's trust, and we all know that's not an easy task. The vessel has not only a fighting pit, but also a complete two-story bar and even some rooms for those who cant walk back home, or doesnt have one. This is the perfect place to introduce tournaments, new and important NPCs, a place to gather or buy information, or even a hiding spot. If you want to add more NPCs, Hoshigaki and Hozuki Clan members are a good place to start, followed by Low-Level Sage Creatures. \page ___ ___ > ## [Jack, The Winner](https://leagueoflegends.fandom.com/wiki/Jack/LoR) >*A-Rank, Iconic Solo, Striker, Large, Hoshigaki, Prof +4* > > **Level** 6, **Legendary Resistances: 2** > ___ > - **Armor Class** 22 (DR 8) > - **Hit Points** 319 / 192 / 95 > - **Chakra Points** 270 > - **Speed** 70ft. > - **Initiative ** 7. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 |12 |16 |10 | 8 |16 | >___ > - **Saving Throws** +9 to Str, +4 to Dex, +4 to Con, +2 to int +0 to Wis, +6 to Cha > - **Skills** Taijutsu, Chakra Control > - **Senses** passive Perception 18 > ___ > >**Sleep with the Fishes (Affilliation, Unique)** Creatures who fall to 0 Hit Points as a result of a Melee Attack from Jack, fall into a coma-like state, being stabilized but unable to regain conscious for the next 8 hours. > >**Risky Venture (Affilliation, Unique)** Creatures who fall to 0 Hit Points as a result of a Melee Attack from Jack, looses all the ryo within their pockets thats not secured in a chakra-enhanced item. > >**Apex Predator** You have advantage on all attacks against creatures who are Bloodied (50% Hp). > >**Savage Strike** Once per turn, when you strike a creature who are suffering from the Dazed, Staggered, Concussed or Restrained Conditions, you deal the maximum possible damage. Once you use this trait, you cannot use it again until you spend at least 1 round not casting Taijutsu or Bukijutsu with your Action or Bonus Action. > >**Iconic Presence** You are immune to Charisma based ability checks, effects, or interactions. You cannot be charmed, freightened or controlled by other creatures. > >**Iconic Strength** When you would deal damage using your strength that adds your ability modifier, you instead use 2 times your Strength modifier for calculating their damage. *(Applied)* Finally, this adversary cannot make Strength ability checks or saving throws at disadvantage. > >### Jack's Clan/Role Passive(s) > >**Hoshigaki Passive** "This Adversary is truely an apex predator. On its Phase Transition it transform into its Shark form gaining the following benefits; > >- +2 AC > >- Bludgeoning Damage it deals also deals chakra damage equal to half the result, once per turn. > >- Resistance to Bludegoning, Piercing and Slashing damage." > >**Striker Pasive** Once per turn, Your weapon, Taijutsu and Bukijutsu damage ignores up to 10 Damage reduction. > > ### Jutsu > > ***Taiijutsu. *** +10 to Hit, DC 19 > >D-Ranks*(Cost 5)*: Bolting Blossom, Brace, Deep Dive, Dempsey Roll, Hammer, Iron Knuckle, Iron Strike > >C-Ranks*(Cost 9)*: 10-Count, Fist Slam > > ### Actions > *** MultiAttack.*** Jack, The Winner makes 3 Unarmed attack and one Bite attack. > > ***Unarmed Attack*** Melee Weapon Attack:* +14 to hit, reach 5ft., one target. Hit* 1d8 + 12 Bludgeoning damage. > > ***Bite*** Melee Weapon Attack:* +14 to hit, reach 5ft., one target. Hit* 2d8 + 12 Piercing damage. > > ***Legendary Resistance 2/Per combat*** If Jack fails a saving throw, it can choose to succeed instead. > > ***Legendary Action*** At the end of each PC's turns except before the start of his own turn, Jack can take a Legendary Action, and use it to move, cast a jutsu or take the attack action. \page ___ > ## [Nukkle](https://shorturl.at/ltLM1) >*B-Rank, Standard, Striker, Hoshigaki, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 20 > - **Hit Points** 90 > - **Chakra Points** 55 > - **Speed** 50ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|14 |18 |16 | 7 |10 |12 | >___ > - **Saving Throws** +3 to Str, +8 to Dex, +4 to Con, -1 to int +4 to Wis, +2 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Light Weapon Expert** While wielding a weapon with the light weapon property, make 1 additional attack. *(Applied)* > >**Elusive (Affilliation, Unique)** While within 5ft of Mako or Bull, Nukkle can as a free action take Dodge or Disengage. > >**Bit ‘o blood in the water never hurt anybody (Affilliation, Unique)** If Nukkle hits a creature with two or more Knuckle Blade attacks, it must succeed a DC 16 Constitution Saving Throw or have their movement speed roduced by half until the end of the target's next turn. This can stack up to twice. > > ### Jutsu > ***Bukijutsu. *** +9 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Flying Shadow: Cross Cut, Flying Shadow: Spinning Top, Flying Shadow: Straight Line, Weapon Deflect > >C-Ranks*(Cost 9)*: Flying Swallow: Penetrate, Front Beheading > > ### Actions > *** MultiAttack.*** Nukkle makes 4 Knuckle Blades Attacks > > ***Knuckle Blades*** Melee Weapon Attack:* +10 to hit, reach 5ft., one target. Hit* 1d6 + 4 Slashing damage. > ``` ```













___ > ## [Bull](https://shorturl.at/ltLM1) >*B-Rank, Standard, Striker, Hoshigaki, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 19 (DR 3) > - **Hit Points** 95 > - **Chakra Points** 60 > - **Speed** 50ft. > - **Initiative ** 3. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|18 |12 |18 |12 |10 | 7 | >___ > - **Saving Throws** +5 to Str, +5 to Dex, +8 to Con, +2 to int +1 to Wis, -1 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Barknuckles (Affilliation, Unique)** Bull can cast the Ninjutsu Water Release: Coral Palm (Team 7) As a Taijutsu, utilizing his Strength ability modifier for Attack and Save DC Calculations > >**Power of Age** Select 1 Damage types. Ignore resistance and immunity with the chosen damage types and gain a +2 bonus to critical threat range with the chosen damage types. Select 2 damage types, gain vulnerability to the chosen damage type. This vulnerability cannot be removed or counteracted. > >**Grappler** Advantage on attack rolls against any target currently grappled. In addition, while grappling a target, any damage you take from an attack or jutsu is split 50/50 evenly with the grappled creature. > > ### Jutsu > ***Taijutsu. *** +9 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Bolting Blossom, Brace, Deep Dive, Dempsey Roll, Iron Knuckle, Iron Strike > >C-Ranks*(Cost 9)*: Fist Slam > > ### Actions > *** MultiAttack.*** Bull makes 4 Knuckle Blades Attacks > > ***Knuckle Blades*** Melee Weapon Attack:* +10 to hit, reach 5ft., one target. Hit* 1d6 + 4 Slashing damage. > \page ___ > ## [Mako](https://shorturl.at/ltLM1) >*B-Rank, Standard, Caster, Hozuki, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 19 > - **Hit Points** 45 > - **Chakra Points** 105 > - **Speed** 35ft. > - **Initiative ** 3. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 7 |16 |16 |18 |10 |10 | >___ > - **Saving Throws** +1 to Str, +7 to Dex, +7 to Con, +7 to int +3 to Wis, +3 to Cha, > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 18 > ___ > >**Water Reservoirs** Increase the damage of Water jutsu by your Proficiency bonus once per turn. > >**Adept Water Elementalist** This adversary increase damage done with Cold damage by +1 damage die and gain resistance to Cold Damage. > >**Overwhelming Cold (Clan, Unique)** Once per turn when, dealing Cold Damage, Mako ignore Resistances and Passive Damage Reduction that the target may have > > ### Jutsu > ***Ninjutsu. *** +10 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Chakra Shield *(Water)*, Water Release: Healing Waters, Water Release: Water Palm Blade > >C-Ranks*(Cost 9)*: Water Release: Water Cutting Sword > > ***Hijutsu. *** +10 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Great Water Arm, Water Body, Water Escape > > ### Actions > *** MultiAttack.*** Mako makes 2 Senbon Attacks > > ***Senbon*** Ranged Weapon Attack:* +8 to hit, reach 5ft., one target. Hit* 1d4 + 3 Slashing damage. > \page ___ > ## [Leonard Triple L](https://shorturl.at/dgou9) >*C-Rank, Standard, Generalist, Small, Sage Creature, Prof +3* > > **Level** 3 > ___ > - **Armor Class** 16 > - **Hit Points** 70 > - **Chakra Points** 70 > - **Speed** 30ft. > - **Initiative ** 5+1d4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |16 |10 |10 | 8 |18 | >___ > - **Saving Throws** +0 to Str, +6 to Dex, +3 to Con, +1 to int +0 to Wis, +5 to Cha > - **Skills** Athletics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 8 > ___ > >**Call me Larry (Affilliation, Unique)** When Leonard sees a creature falls to 0 hit points or die, he can dash away from combat, with a +30ft movement speed for this movement only. > >**Lounging Lizar (Affilliation, Unique)** This adversary has a +3 bonus to Insight, Investigation, Persuasion, Perception and Deception when gathering information on a creature, location or organization while within the King's Court. *(Applied)* > > ### Jutsu > ***Ninjutsu. *** +3 to Hit, DC 11 > >D-Ranks*(Cost 5)*: Beast Imitating Art: Lizzard, Body Camouflage, Body Flicker, *Enhanced Reactions*, Substitution Technique > > ### Actions > *** MultiAttack.*** Leonard makes 1 Tongue Attack > > ***Tongue*** Ranged Weapon Attack:* +6 to hit, reach 15ft., one target. Hit* 1d4 + 3 Bludgeoning damage. On a hit, target creature must make a DC 14 Strength saving throw being grappled and restrained on a failed save. If Leonard rolls a Natural 20 on its attack, the target is automatically grappled. > ``` ``` ___ > ## [Layne, The Manager](https://shorturl.at/byKX1) >*C-Rank, Standard, Supporter, Hoshigaki, Prof +3* > > **Level** 3 > ___ > - **Armor Class** 14 (DR 2) > - **Hit Points** 35 > - **Chakra Points** 33 > - **Speed** 40ft. > - **Initiative ** 2. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|10 |12 |12 |16 |10 | 8 | >___ > - **Saving Throws** +0 to Str, +1 to Dex, +4 to Con, +7 to int +0 to Wis, -1 to Cha > - **Skills** Athletics, Sleight of Hand > - **Senses** Passive Perception 10 > ___ > >**Perfidious Promoter (Affilliation, Unique)** Any insight checks to determine the power level of a creature while Layne is present, is made at disadvantage. > >**The Manager (Affilliation, Unique)** When a hostile Creature would affect Layne in any negative way, the next time an ally of Layne would damage that creature, the damage is rolled at advantage. > > ### Jutsu > ***Ninjutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: Water Release: Encouraging Droplets Thirst, Water Release: Healing Waters, Water Release: Shark Maws > >C-Ranks*(Cost 9)*: Water Release: Medical Jellyfish > > ### Actions > *** MultiAttack.*** Layne makes 1 Knife Attack > > ***Knife*** Melee Weapon Attack:* +4 to hit, reach 5ft., one target. Hit* 1d4 + 1 Slashing damage. \page ___ ___ > ## [Mad Ol' Babs](https://shorturl.at/bruxX) (Unfinished) >*C-Rank, Elite, Controller, Sage Creature, Prof +4* > > **Level** 5, **Tenacity Die:** 5 > ___ > - **Armor Class** 17 (DR 4) > - **Hit Points** 131 > - **Chakra Points** 185 > - **Speed** 30ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |12 |14 | 8 | 8 |18 | >___ > - **Saving Throws** +5 to Str, +6 to Dex, +5 to Con, +2 to int +2 to Wis, +9 to Cha > - **Skills** Taijutsu, Chakra Control > - **Senses** passive Perception 9 > ___ > >**Expert Herbalist (General, Unique)** This Adversary is Immune to any plant-based hostile effect. From Inhaled Genjutsus, to poisons made out of herbs or flowers. > >**Mad Ol' Sage (Clan, Unique)** Ol' Babs has disadvantage on any Saving Throw that would inflict a Mental condition on her. > >**Sages Focus** Ninjutsu or Genjutsu you are concentrating on cannot be dispelled while you are concentrating on it. > >**Sages Wisdom** The first time you would make an Intelligence, Wisdom or Charisma saving throw you automatically succeed. > >### Ol' Babs's Clan/Role Passive(s) > >**Fortune Croaker (Clan, Unique)** Ol' Babs can cast Sealing Art: Commune, and Sealing Art: Divination Technique, utilizing the chakra from her clients. > >**Caster Pasive** Effects that would prevent you from Chakra molding, all end at the end of each of your turns. > > ### Jutsu > ***Genjutsu. *** +8 to Hit, DC 19 > >D-Ranks*(Cost 5)*: Detect Illusions, Detect Intentions, Frenzy: Black, Frenzy: Magenta, Frenzy: Red, Frenzy: Purple, Illusionary Reinforcement, Insinuation > >C-Ranks*(Cost 9)*: **Unfinished** > > ### Actions > *** MultiAttack.*** Mad Ol' Babs makes 1 Tongue attack and one Toad Oil attack. > > ***Tongue*** Melee Weapon Attack:* +5 to hit, reach 15ft., one target. Hit* 1d10 + 1 Bludgeoning damage. On a hit, target creature must make a DC 14 Strength saving throw being grappled and restrained on a failed save. If Babs rolls a Natural 20 on its attack, the target is automatically grappled. > > ***Toad Oil*** Ranged Weapon Attack:* +5 to a hit, reach 60ft., one target. On a hit, the creature is doused in toad oil for 1 minute. While doused in this oil if they would take Fire damage, they take an additional +2 damage die and are no longer doused.. > > ***Elite Tenacity*** When Ol' Babs would make a Saving throw or ability check, they may roll an additional d4, up to the number of die they have remaining at once. > > ***Elite Action*** At the start of each round Ol' Babs can take an Elite Action, and use it to move, cast a jutsu or take the attack action. \page # [The Shadow Order](https://leagueoflegends.fandom.com/wiki/Shadow_Order) #### The blade in the darkness. The Shadow Order or The Order of Shadows, was founded by Zed and the former disciples of the Kinkou Order. Most of the orders members are shadow technique users, and traditionally spend several years learning the forbidden arts of shadow techniques, willing to sacrifice everything and give their bodies for the dark power needed to protect their land. Those that master the shadow arts have their bodies physically altered by the use of the magic, some more drastically than others. From growing extra shadow limbs, to being unable to speak ever again. This order has members from all over the world, and not only from its original region. From retired or rogue Shinobis, to Samurais that left the Land of Iron, and even Sage Creatures. If you want to include more adversaries to this faction, try Nara and Kuru > ##### Alternate Ruling > None of these statblocks include the Shadow Clones Ninjutsu, as I find it to be complicated to implement on NPCs for GMs. > > As an alternate rule, you could add the Shadow Clone Ninjutsu to any npc from 5th or more level, or make a variant, spawning **Shadow Fiend** from it. ``` ``` ___ > ## [Shadow Assassin](https://shorturl.at/sDLSU) >*B-Rank, Standard, Lurker, Shadow Order, Prof +4* > > **Level** 4 > ___ > - **Armor Class** 18 > - **Hit Points** 46 > - **Chakra Points** 62 > - **Speed** 55ft. > - **Initiative ** 6. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|10 |16 |12 |12 |18 | 8 | >___ > - **Saving Throws** +2 to Str, +8 to Dex, +5 to Con, +3 to int +5 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 13 > - **Weapon Crit Range** 18 > ___ > >**Shadow Master (Affilliation, Unique)** This adversary is allways under the effect of the **Weapon of Darkness** Genjutsu at D-Rank, without needing to concentrate on it. Additionally, they can take the attack action to perform a Shadow Claw attack, utilizing their Dexterity modifier. > >**Shadow Stealth** While in dim light or darkness, you can take the Hide action as a bonus action. Additionally, while hidden, you make no sound while moving and cannot be tracked by any means that require vision. > >**Shadow Step** Once per turn, you can spend your Bonus action to teleport to one hostile creature who is in bright light as you appear from their shadow. If you do, you must spend a Bonus action to recharge this trait. > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Body Flicker, Substitution Technique > >C-Ranks*(Cost 9)*: Hiding in Shadow Technique > > ***Genjutsu. *** +7 to Hit, DC 15 > >E-Ranks*(Cost 2)*: Feather Burst > >D-Ranks*(Cost 5)*: Cloak of Shadows, Puppet of Darkness, Shadow Bite, Silhouette > > ***Bukijutsu. *** +8 to Hit, DC 16 > >C-Ranks*(Cost 9)*: Shadow Shuriken Technique > > ### Actions > *** MultiAttack.*** The Shadow Assassin makes 2 Shadow Claw Attacks or one Shadow Daggers attack.If the Assasin utilize a Bukijutsu, the weapon it uses are Kunais. > > ***Shadow Claw *** Melee Weapon Attack:* +9 to hit, reach 5ft., one target. Hit* 5d4 Psychic damage. *Critical* > > ***Shadow Daggers *** Ranged Weapon Attack:* +8 to hit, reach (30/60)ft., one target. Hit* 5d4 Psychic damage. \page ___ > ## [Silent Shadowseer](https://leagueoflegends.fandom.com/wiki/Silent_Shadowseer) >*B-Rank, Standard, Controller, Shadow Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 18 > - **Hit Points** 45 > - **Chakra Points** 80 > - **Speed** 30ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |16 |12 |12 |20 | 8 | >___ > - **Saving Throws** +2 to Str, +7 to Dex, +5 to Con, +9 to int +4 to Wis, +2 to Cha, > - **Skills** Acrobatics, Stealth, Sleight of Hand > - **Senses** passive Perception 10, Darkvision (30ft), Keen Smell > ___ > > >**Expert Shadow Master (Affilliation, Unique)** This adversary is allways under the effect of the **Puppet of Darkness** and **Weapon of Darkness** Genjutsus at D-Rank without needing to concentrate on them. > >**Manipulative Control** A hostile creature under the effects of a jutsu you are concentrating on suffers a -1 penalty to their AC based on the rank of the Jutsu. *(D-Rank: -1, C-RanK: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.)* > >**Undying Shadow** The first time this creature would fall to 0 Hit points, its instead reverted back to half their original Hit Points, and its teleported up to a mile away, escaping combat. After this happen, this adversary looses this Trait. > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 14 > >D-Ranks*(Cost 5)*: Body Flicker, Substitution Technique, Shadow Bite, Silhouette > > ***Genjutsu. *** +9 to Hit, DC 18 > >E-Ranks*(Cost 2)*: Feather Burst > >D-Ranks*(Cost 5)*: Cloak of Shadows, Light Blindness, Night: Frigid Sight, Shadow Bite > >C-Ranks*(Cost 9)*: Dark Dementing, Shadow Monsters, Psionics: Dark Daze!, Psionics: Dark Pulse! > > ### Actions > *** MultiAttack.*** The Silent Shadowseer makes 1 Shadow Dagger Attacks. > > ***Shadow Daggers *** Ranged Weapon Attack:* +9 to hit, reach 5ft, (30/60)ft., one target. Hit* 5d4 Psychic damage. ``` ``` ___ > ## [Shadow Apprentice](https://shorturl.at/bdGIO) >*C-Rank, Standard, Striker, Shadow Order, Prof +3* > > **Level** 3 > ___ > - **Armor Class** 18 > - **Hit Points** 48 > - **Chakra Points** 31 > - **Speed** 50ft. > - **Initiative ** 4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |16 |14 |8 |12 | 8 | >___ > - **Saving Throws** +1 to Str, +6 to Dex, +5 to Con, -1 to int +1 to Wis, -1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 13 > ___ > >**Shadow Master (Affilliation, Unique)** This adversary is allways under the effect of the **Weapon of Darkness** Genjutsu at D-Rank, without needing to concentrate on it. Additionally, they can take the attack action to perform a Shadow Claw attack, utilizing their Dexterity modifier. > >**Shadow Student (Affilliation, Unique)** While in initiative with another member of the **Shadow Order**, whom is allied with this Apprentice, this Apprentices attacks targeting a creature whom their ally targeted in the previous round is made with a +1 bonus to hit. > >**Aggresive** When an allied creature is adjacent to a hostile creature you are adjacent to, gain a 1d4 bonus to damage rolls. > > ### Jutsu > ***Ninjutsu. *** +2 to Hit, DC 10 > >D-Ranks*(Cost 5)*: Body Flicker, Substitution Technique > > ***Genjutsu. *** +4 to Hit, DC 12 > >E-Ranks*(Cost 2)*: Feather Burst > > ***Taijutsu. *** +7 to Hit, DC 14 > >D-Ranks*(Cost 5)*: Brace, Cerberus Strike, Demon Fist, Silent Movement > > ### Actions > *** MultiAttack.*** The Shadow Apprentice makes 2 Shadow Claw Attacks or one Shadow Daggers attack. If a Taijutsu is casted, the weapon it uses is a Iron Claw. > > ***Shadow Claw *** Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit* 5d4 Psychic damage. *Critical* > > ***Shadow Daggers *** Ranged Weapon Attack:* +4 to hit, reach (30/60)ft., one target. Hit* 5d4 Psychic damage. \page

___ > ## [Forsaken Rodent](https://shorturl.at/cKQU0) (Unfinished) >*B-Rank, Standard, Striker, Sage Creature, Shadow Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 22 > - **Hit Points** 165 > - **Chakra Points** 130 > - **Speed** 50ft. > - **Initiative ** 7. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |20 |16 |10 |10 | 8 | >___ > - **Saving Throws** +3 to Str, +9 to Dex, +5 to Con, +4 to int +4 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Sleight of Hand > - **Senses** passive Perception 10, Darkvision (30ft), Keen Smell > ___ > >**Necrotic (Clan, Unique)** When this adversary scores a hit with a Taijutsu attack, the target gains 1 rank of weakened. > >**Nezumi Shadow Escape (Clan/Affiliation, Unique)** As an Action, this creature can Dash, Disengage and Hide at the same time, as a Bonus Action so long as this summon is at lease lightly obscured. > >**Dying Shadows (Affiliation, Unique)** All the damage this adversary inflict is converted into Necrotic Damage, additionally, it ignores damage reduction equal to half its proficiency Bonus *(2)* > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 12 > >D-Ranks*(Cost 5)*: Body Flicker, Substitution Technique > > ***Genjutsu. *** +4 to Hit, DC 12 > >E-Ranks*(Cost 2)*: Feather Burst > >D-Ranks*(Cost 5)*: Cloak of Shadows > > ***Taijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace, Silent Movement > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: **Unfinished** > > ### Actions > *** MultiAttack.*** The Forsaken Rodent makes 3 Shadow Sasumata Attacks and one Bite attack. > > ***Shadow Sasumata*** Melee Weapon Attack:* +11 to hit, reach 10ft., one target. Hit* 1d10 + 5 Necrotic damage. (*Trip, Grapple, Reach*) > > ***Bite*** Melee Weapon Attack:* +11 to hit, reach 5ft., one target. Hit* 1d8 + 5 Necrotic damage. On a hit, the target mus succeed a DC 17 Constitution Saving Throw or ganin a rank of Envenomed.
















___ > ## [Shadow Fiend](https://leagueoflegends.fandom.com/wiki/Shadow_Fiend) >*C-Rank, Strd., Striker, Aberration, Shadow Order, Prof +3* > > **Level** 3 > ___ > - **Armor Class** 19 > - **Hit Points** 57 > - **Chakra Points** 40 > - **Speed** 50ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|10 |16 |12 |12 |18 | 8 | >___ > - **Saving Throws** +2 to Str, +8 to Dex, +5 to Con, +3 to int +5 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 13 > ___ > >**Shadow Master (Affilliation, Unique)** This adversary is allways under the effect of the **Weapon of Darkness** Genjutsu at D-Rank, without needing to concentrate on it. Additionally, they can take the attack action to perform a Shadow Claw attack, utilizing their Dexterity modifier. > >**Incorporeal** As a bonus action, you can become incorporeal. While incorporeal you can pass through any solid non-chakra based matter and cannot be harmed by Ninjutsu, Taijutsu or Bukijutsu. This includes Class mod Arts that would require physical interaction by any means. A creature can only remain incorporeal until the beginning of their next turn. > >**Shadow Construct (Affilliation, Unique)** This adversary spends 5 Chakra Points at the start of each round. If it would round out of Chakra, it disapears. Additionally, it cannot be banished, teleported or moved against their will by any means. > > > ### Actions > *** MultiAttack.*** The Shadow Assassin makes 2 Shadow Dagger Attacks or one Shadow Daggers attack.If the Assasin utilize a Bukijutsu, the weapon it uses are Kunais. > > ***Shadow Dagger *** Melee Weapon Attack:* +8 to hit, reach 5ft., one target. Hit* 5d4 Psychic damage. \page ___ > ## [Chunin Defector](https://shorturl.at/bAGI4) >*A-Rank, Standard, Generalist, Shadow Order, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 20 (DR 4) > - **Hit Points** 94 > - **Chakra Points** 94 > - **Speed** 30ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |18 |14 |18 |14 | 8 | >___ > - **Saving Throws** +3 to Str, +8 to Dex, +6 to Con, +6 to int +4 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 13 > ___ > >**Adept Shadow Master (Affilliation, Unique)** This adversary is allways under the effect of the **Puppet of Darkness** Genjutsu at D-Rank without needing to concentrate on it. > >**Shinobi Defector (Affilliation, Unique)** This adversary has turned into the dark side, leaving their past as a shinobi to obtain the dark power they always wanted. Select one Nature Release, this adversary gains 5 Ninjutsus, Bukijutsus or Taijutsus *(T7)* from D or C Rank of the selected Nature Release, and resistance to its damage. Additionally, it does not require to make HS For the selected Jutsus. Nature release from this Adversary has a dark grey hue color to it, and a smoke texture. > >**Superior Potential** Once per combat, when you would cast a Jutsu, maximize the damage, double the range, and gain advantage on the attack roll or impose disadvantage on the save. Once you do this, until the end of your next turn, you are Paralyzed. > > ### Jutsu > ***Ninjutsu. *** +8 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Body Flicker, Substitution Technique > >C-Ranks*(Cost 9)*: Hiding in Shadow Technique > > ***Genjutsu. *** +6 to Hit, DC 14 > >E-Ranks*(Cost 2)*: Feather Burst > >D-Ranks*(Cost 5)*: Cloak of Shadows > > ***Taijutsu. *** +8 to Hit, DC 16 > >D-Ranks*(Cost 5)*: Brace, Silent Movement > > ### Actions > *** MultiAttack.*** The Chunin Defector makes 2 Kunai Attacks or one Shadow Daggers attack. > > ***Kunai *** Melee Weapon Attack:* +10 to hit, reach 5ft (30/60)., one target. Hit* 1d4 + 4 Piercing damage. ``` ``` ___ > ## [Samurai Defector](https://shorturl.at/qtzUW) >*A-Rank, Standard, Striker, Shadow Order, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 21 (DR 4) > - **Hit Points** 116 > - **Chakra Points** 66 > - **Speed** 50ft. > - **Initiative ** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 |16 |14 |12 |14 | 8 | >___ > - **Saving Throws** +9 to Str, +7 to Dex, +6 to Con, +2 to int +3 to Wis, +0 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 13 > ___ > >**Shadow Samurai Master (Affilliation, Unique)** This adversary is allways under the effect of the **Weapon of Darkness** Genjutsu at D-Rank without needing to concentrate on it, the weapon they create is a Shadow Katana, instead of a Kunai, and use their Bukijutsu modifier for Attack calculations. > >**Samurai Defector (Affilliation, Unique)** This adversary has turned into the dark side, leaving their past as a samurai to obtain the dark power they always wanted. This adversary gains 6 Bukijutsus from D or C Rank, and its able to use their Weapon of Darkness as a component for casting this Bukijutsus and their damage calculation. (This does not add modifiers) > >**A Single Strike** Once per turn, when you cast a Bukijutsu with the finisher keyword you may spend 10 chakra to treat the jutsu as if it was cast as a finisher. > > ### Jutsu > > ***Taijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace, Silent Movement > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: > >C-Ranks*(Cost 9)*: > > ### Actions > *** MultiAttack.*** The Samurai Defector makes 2 Shadow Katana Attacks or one Shadow Daggers attack. > > ***Shadow Katana *** Melee Weapon Attack:* +12 to hit, reach 5ft., one target. Hit* 5d4 Psychic damage. *(Deadly)* \page ___ ___ > ## [Ren Shadowblade](https://shorturl.at/bruxX) >*A-Rank, Elite, Iconic Mutant, Lurker, Shadow Order, Prof +4* > > **Level** 6, **Tenacity Die:** 6 > ___ > - **Armor Class** 22 > - **Hit Points** 275 > - **Chakra Points** 301 > - **Speed** 95ft. > - **Initiative ** 9. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |20 |14 | 8 |18 |10 | >___ > - **Saving Throws** +3 to Str, +9 to Dex, +4 to Con, +3 to int +6 to Wis, +2 to Cha > - **Skills** Taijutsu, Chakra Control > - **Senses** passive Perception 9 > - **Weapon Crit Range** 18 (16 On Grapple) > - **Jutsu Crit Range** 20 (18 On Grapple) > ___ > > >**Expert Shadow Master (Affilliation, Unique)** This adversary is allways under the effect of the **Puppet of Darkness** and **Weapon of Darkness** Genjutsus at D-Rank without needing to concentrate on them. > >**Lethal Edge** When you score a critical hit with an attack you make, make one additional weapon attack as a part of that same action. > >**Shadow Stealth** While in dim light or darkness, you can take the Hide action as a bonus action. Additionally, while hidden, you make no sound while moving and cannot be tracked by any means that require vision. > >**Shadow Step** Once per turn, you can spend your Bonus action to teleport to one hostile creature who is in bright light as you appear from their shadow. If you do, you must spend a Bonus action to recharge this trait. > >**Iconic Reflexes** You gain a +30 bonus to your movement speed, cannot have your speed reduced by any means, ignore difficult terrain, and have advantage on all abilitiy checks and saving throws made to resist the grappled, slowed, weakened, and restrained conditions. Additionally, when you would succeed on a Dexterity saving throw, you ignore its effects. > >**Death's Grasp (Affilliation, Unique)** Ren can attempt to Grapple a creature in place of one of his Multiattack attacks. Additionally, Ren has advantage on grapple checks against creature's that he used **Shadow Step** on on the same turn. Finally, while grappling a creature, Ren has his Critical Threat Range increased by 2. > >### Ren Shadowblade Clan/Role Passive(s) > >**Mutant Pasive** This Adversary is one whom is an abomination of nature and doesn't follow the normal rules set by nature. This Adversary is immune to Acid, Necrotic and Fire Damage, but takes double damage from Healing based effects as the result of jutsu with the Medical Keyword and Lightning Damage. > >**Lurker Pasive** You cannot be seen by Chakra Sight > > ### Jutsu > ***Ninjutsu. *** +3 to Hit, DC 12 > >D-Ranks*(Cost 5)*: Body Flicker, Substitution Technique > >C-Ranks*(Cost 9)*: Hiding in Shadow Technique > > ***Genjutsu. *** +8 to Hit, DC 17 > >E-Ranks*(Cost 2)*: Feather Burst > >D-Ranks*(Cost 5)*: Cloak of Shadows, Shadow Bite > >C-Ranks*(Cost 9)*: Dark Dementing, Psionics: Dark Daze!, Psionics: Dark Pulse! > > ***Taijutsu. *** +9 to Hit, DC 18 > >D-Ranks*(Cost 5)*: Brace, Silent Movement > > ***Bukijutsu. *** +9 to Hit, DC 18 > >D-Ranks*(Cost 5)*: Breath of Beast: Fang, Weapon Break > >C-Ranks*(Cost 9)*: Falling Blade, Shadow Shuriken Technique > > ### Actions > *** MultiAttack.*** Ren Shadowblade makes 2 Shadow Claws and 2 Shadow Daggers attacks. > > ***Shadow Claw *** Melee Weapon Attack:* +13 to hit, reach 5ft., one target. Hit* 5d4 Psychic damage. *(Grapple, Disarm, Trip)* > > ***Shadow Daggers *** Ranged Weapon Attack:* +8 to hit, reach (30/60)ft., one target. Hit* 5d4 Psychic damage. > > ***Elite Tenacity*** When Ren Shadowblade would make a Saving throw or ability check, they may roll an additional d4, up to the number of die they have remaining at once. > > ***Elite Action*** At the start of each round Ren Shadowblade can take an Elite Action, and use it to move, cast a jutsu or take the attack action. \page # [Wuju Order](https://leagueoflegends.fandom.com/wiki/Wuju_Order) #### One cut, of many. The Art of Wuju was founded on the principle of obtaining absolute spiritual awareness of one's self and one's enemy. The Wuju Order believe their style to be too sacred to share, so they practice the art in the isolation of the Wuju village. Wuju style draws its power from the Spirit Realm, no armor can withstand attacks by master Wuju swordsmen. As long the user draws enough power from the Spirit Realm, they can sunder a mountain, a forest, or even the entire world. However, humans are limited to the amount of power they can harness from the Spirit Realm due to their weaker physical forms. The heart of Wuju is Chakra. The heart of the Wuju school is the people who wield this Chakra. Every martial stance, every poem, every meditation that Wuju practitioners have studied, they all exist for the sake of this Chakra. Members of this Order wear helmets or eye-wear with multiple green eyes, representing their ability to see more than the average creature will ever can, and wield iconic lime-green weapons, that can be founded in a sacred region on the Land of Water, called Mistfall. If you want to include more adversaries to this faction, try Yamada and Monkeys/Primates Sage Creatures.


*"Mistfall is sacred ground. The swords at the site have been here for centuries... and it is my belief that any blade left here with a poem on its hilt will invite the spirits of lost wielders to imbue it with their blessing."*
*- Lui, handwritten scroll*
``` ```





















> ##### Alternate Statblocks. > The Wuju order is not formed only by humans. This sacred art was teached to and by Sage Creatures from the Monkey/Primate Tribe aswell. > > In order to transform a Statblock into a Sage Creature, simply Multiply their Hit Points by 2, and their Chakra Points by 3. > > Keep in mind that Monkeys/Primates members of this Order are able to cast jutsus with the Wind Release Keyword. \page ___ > ## [Wuju Disciple](https://shorturl.at/bmCGU) >*B-Rank, Standard, Striker, Wuju Order, Prof +4* > > **Level** 4 > ___ > - **Armor Class** 21 (DR 3) > - **Hit Points** 70 > - **Chakra Points** 42 > - **Speed** 50ft. > - **Initiative ** 6. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 8 |18 |14 |12 |14 |10 | >___ > - **Saving Throws** +0 to Str, +8 to Dex, +3 to Con, +2 to int +6 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 16 > ___ > >**Wuju Style (Affilliation, Unique)** This adversary is a member of the Wuju Order. When dealing Slashing or Wind damage, this advarsary may spend chakra to ignore Damage reduction, being pasive or from a Jutsu, at a rate of one Chakra per Damage Reduction ignored. > >**Wuju Focus (Affilliation, Unique)** As an action, you focus, being unable to attack in any way for the remainder of the turn. At the beginning of your next turn, you gain advantage on all attack rolls made until the end of that turn. On a successful hit, deal additional damage to each attack made equal to your proficiency bonus, additionally, during that turn, you ignore Resistance to Slashing or Wind Damage. > >**Double Strike (Affilliation, Unique)** Once per turn, when you hit a creature twice, you can make another attack with your Katana as part of the same action. > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Sealing Art: Reverberate, Wind Release: Blurring Wind, Counter Breeze, Passing Typhoon, Second Wind, Zephyr Strike > > ***Bukijutsu. *** +9 to Hit, DC 16 > >D-Ranks*(Cost 5)*: 1-Strike Slash, 3-Later Slash, Breath of Wind: Cutter, Weapon Deflect > > ### Actions > *** MultiAttack.*** The Wuju Disciple makes 2 Katana Attacks > > ***Katana*** Melee Weapon Attack:* +10 to hit, reach 5ft., one target. Hit* 1d10+4 Slashing damage. *Deadly, Versatile* ``` ``` ___ > ## [Wuju Warrior](https://shorturl.at/bmCGU) >*B-Rank, Standard, Striker, Wuju Order, Prof +4* > > **Level** 6 > ___ > - **Armor Class** 22 (DR 3) > - **Hit Points** 100 > - **Chakra Points** 58 > - **Speed** 50ft. > - **Initiative ** 8+1d4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|10 |20 |14 |12 |14 |10 | >___ > - **Saving Throws** +1 to Str, +9 to Dex, +3 to Con, +2 to int +6 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 16 > ___ > >**Adept Wuju Style (Affilliation, Unique)** This adversary is an adept member of the Wuju Order. When dealing Slashing or Wind damage, they can may spend chakra to ignore Damage reduction, being pasive or from a Jutsu, at a rate of one Chakra per Damage Reduction ignored. Additionally, they can spend chakra to ignore AC Bonus a result of Jutsus, at a rate of three Chakra per AC ignored. > >**Alpha Strike (Affilliation, Unique)** When this adversary makes a Weapon Attack against a creature, they can choose to target all creatures of their choice within 10ft of the original target, comparing the original Attack Roll to their AC, and deal your attacks damage to all of them, if you score a hit. > >**Double Strike (Affilliation, Unique)** Once per turn, when you hit a creature twice, you can make another attack with your Katana as part of the same action. > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Sealing Art: Reverberate, Wind Release: Blurring Wind, Counter Breeze, Passing Typhoon, Second Wind, Zephyr Strike > >C-Ranks*(Cost 9)*: Wind Release: Lions Roar, Wind Friction shatter > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: 1-Strike Slash, 3-Later Slash, Breath of Wind: Cutter, Weapon Deflect > >C-Ranks*(Cost 9)*: Afterglow, Augmented Lethality, Breath of Wind: Claws, Falling Blade, Heavenly Punishment > > ### Actions > *** MultiAttack.*** The Wuju Warrior makes 3 Katana Attacks > > ***Katana*** Melee Weapon Attack:* +11 to hit, reach 5ft., one target. Hit* 1d10+5 Slashing damage. *Deadly, Versatile* \page ___ > ## [Wu-Ting Styler](https://shorturl.at/vzKN6) >*B-Rank, Standard, Striker, Wuju Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 22 > - **Hit Points** 85 > - **Chakra Points** 50 > - **Speed** 50ft. > - **Initiative ** 7. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|10 |20 |14 |10 | 8 |14 | >___ > - **Saving Throws** +1 to Str, +9 to Dex, +3 to Con, +1 to int +3 to Wis, +3 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 16 > ___ > >**Wuju Style (Affilliation, Unique)** This adversary is a member of the Wuju Order. When dealing Slashing or Wind damage, this advarsary may spend chakra to ignore Damage reduction, being pasive or from a Jutsu, at a rate of one Chakra per Damage Reduction ignored. > >**Cunning Action** Dash, disengage, or hide as a bonus action. > >**Ranged Weapon Expert** While wielding a weapon with the thrown property, this adversary can make +1 additional attack with the attack action. *(Applied)* > > ### Jutsu > ***Ninjutsu. *** +4 to Hit, DC 12 > >D-Ranks*(Cost 5)*: Wind Release: Blurring Wind, Counter Breeze, Passing Typhoon, Second Wind, Zephyr Strike > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Breath of Skies: Cloud Fall, Double Shot, Weapon Deflect > >C-Ranks*(Cost 9)*: Breath of Skies: Storm, Front Beheading, Fuma Kotaro’s Skill, Tanuki’s Trickery > > ### Actions > *** MultiAttack.*** The Wu-Ting Styler makes 4 Chakram Attacks > > ***Chakram*** Melee Weapon Attack:* +10 to hit, reach 5ft., one target. Hit* 1d6+5 Slashing damage. ``` ``` ___ > ## [Wuju Enforcer](https://shorturl.at/qtzUW) >*B-Rank, Standard, Striker, Wuju Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 18 (DR 3) > - **Hit Points** 90 > - **Chakra Points** 55 > - **Speed** 50ft. > - **Initiative ** 8+1d4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 | 8 |16 |12 |10 |10 | >___ > - **Saving Throws** +6 to Str, +3 to Dex, +4 to Con, +2 to int +1 to Wis, +4 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 14 > ___ > >**Wuju Style (Affilliation, Unique)** This adversary is a member of the Wuju Order. When dealing Bludgeoning or Wind damage, this advarsary may spend chakra to ignore Damage reduction, being pasive or from a Jutsu, at a rate of one Chakra per Damage Reduction ignored > >**Wuju Focus (Affilliation, Unique)** As an action, you focus, being unable to attack in any way for the remainder of the turn. At the beginning of your next turn, you gain advantage on all attack rolls made until the end of that turn. On a successful hit, deal additional damage to each attack made equal to your proficiency bonus, additionally, during that turn, you ignore Resistance to Bludgeoning or Wind Damage. > >**Heavy Weapon Expert** While wielding a weapon with the heavy weapon property, add 2d4 to all damage rolls made with the weapon. *(Applied)* > > ### Jutsu > ***Ninjutsu. *** +5 to Hit, DC 13 > >D-Ranks*(Cost 5)*: Sealing Art: Reverberate, Wind Release: Blurring Wind, Counter Breeze, Second Wind, Zephyr Strike > > ***Bukijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Monkey Kings 10,000 Hairs, Moinke Kings Fang, Monkey Kings Tail, Monkey Kings Weight, Breath of Wind: Cutter, Weapon Deflect > >C-Ranks*(Cost 9)*: Breath of Wind: Claws, Heavenly Punishment, Monkey Kings Arrogance, Monkey Kings Cunning > > ### Actions > *** MultiAttack.*** The Wuju Enforcer makes 3 Tetsubo Attacks > > ***Tetsubo*** Melee Weapon Attack:* +11 to hit, reach 5ft., one target. Hit* 1d12+2d4+5 Bludgeoning damage. *Deadly* \page # [Shojin Order](https://leagueoflegends.fandom.com/wiki/Shojin_Order) #### "Master yourself." Shojin Order is an ancient organization empowered with spirit of the Dragon. The Shojin Monastery is home to peaceful monks that have long practiced the martial arts of inner healing, and understanding of the spirit realm. Through meditation, the monks are capable of rejuvenating from injuries at a heightened rate. Some of these priests can also display acts of incredible willpower, such as suffering through agonizing amounts of pain for weeks without crying out. If you want to include more adversaries to this faction, try Ryu.
*"The Dragon aids the worthy. To the weary, it gives vigor. To the sick, comfort. To the lost, light. To the shaken, balance. But for the tyrant, the Dragon breathes fire."*
*- Lee Sin, Shojin Dragon Master*
``` ``` ___ > ## [Scales of the Dragon](https://shorturl.at/fkINY) >*C-Rank, Standard, Generalist, Shojin Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 18 > - **Hit Points** 75 > - **Chakra Points** 75 > - **Speed** 30ft. > - **Initiative ** 4. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|16 |14 |16 | 8 |12 |10 | >___ > - **Saving Throws** +5 to Str, +4 to Dex, +7 to Con, +1 to int +5 to Wis, +2 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 14 > ___ > >**Dragon Fist** This adversary can mark creature as Reaction. Marked creature remains marked for 1 minute or until another creature is marked. A marked creature suffers a 1d4 penalty to its AC when you would target them with unarmed attacks until the end of the current turn. > >**Dragon's Protection (Affilliation, Unique)** Once per combat, this adversary can gain immunity to one instance of damage, without spending their reaction. > >**Regeneration** This adversary regain 7 hit points at the start of each of their turns. This regeneration stops for 1 turn if they are hit by a specific damage type (Select one) or they are reduced to 0 hit points. > > ### Jutsu > ***Ninjutsu. *** +3 to Hit, DC 11 > >E-Ranks*(Cost 2)*: Chakra Blow, Enhanced Defense > >D-Ranks*(Cost 5)*: Chakra Shield, Medical Release: Healing Hands > > ***Taiijutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: Brace, Dragon Palm Strike, Falling Dragon, Rising dragon > >C-Ranks*(Cost 9)*: Dragon Tail Foot > > ### Actions > *** MultiAttack.*** Scales of the Dragon makes 3 Unarmed Attacks > > ***Unarmed*** Melee Weapon Attack:* +8 to hit, reach 5ft., one target. Hit* 1d6+3 Bludgeoning damage. \page ___ > ## [Horns of the Dragon](https://shorturl.at/fs467) >*B-Rank, Standard, Defender, Shojin Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 20 (DR 6) > - **Hit Points** 100 > - **Chakra Points** 70 > - **Speed** 40ft. > - **Initiative ** 2. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|16 |10 |18 |16 | 7 |10 | >___ > - **Saving Throws** +7 to Str, +2 to Dex, +8 to Con, +5 to int +5 to Wis, +2 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 14 > - **Damage Resistance** Fire, Bludgeoning, Piercing, Slashing > ___ > >**Dragon Fist** This adversary can mark creature as Reaction. Marked creature remains marked for 1 minute or until another creature is marked. A marked creature suffers a 1d4 penalty to its AC when you would target them with unarmed attacks until the end of the current turn. > >**Get Behind Me** Allied creatures within 15ft of you are treated as if they have a +2 bonus to their AC. (This does not include you) > >**Strength is Wisdom (Affilliation, Unique)** This adversary can use their Strength Ability modifier for Wisdom Saving Throws. *(Applied)* > >**Got Your Back** When standing within 15ft to an ally or attacking target, you can spend your reaction to redirect the attack onto yourself. > > ### Jutsu > ***Ninjutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: Chakra Shield (Fire), Fire Release: Absorb Heat > >C-Ranks*(Cost 5)*: Fire Release: Dragon Flame Bombs, Fire Dragon Bullet, Flame Armor > > ***Taiijutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: Brace, Dragon Palm Strike, Falling Dragon, Rising dragon > >C-Ranks*(Cost 9)*: Dragon Tail Foot > > ### Actions > *** MultiAttack.*** Horns of the Dragon makes 1 Unarmed Attacks > > ***Unarmed*** Melee Weapon Attack:* +8 to hit, reach 5ft., one target. Hit* 1d6+3 Bludgeoning damage. ``` ``` ___ > ## [Tail of the Dragon](https://leagueoflegends.fandom.com/wiki/Concussive_Palm) >*B-Rank, Standard, Striker, Shojin Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 22 > - **Hit Points** 80 > - **Chakra Points** 45 > - **Speed** 50ft. > - **Initiative ** 7. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |18 |12 | 8 |14 |10 | >___ > - **Saving Throws** +2 to Str, +9 to Dex, +2 to Con, +0 to int +6 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 14 > ___ > >**Dragon Fist** This adversary can mark creature as Reaction. Marked creature remains marked for 1 minute or until another creature is marked. A marked creature suffers a 1d4 penalty to its AC when you would target them with unarmed attacks until the end of the current turn. > >**Concussive Palm (Affilliation, Unique)** When this adversary Critically Hits another creature, the target is also Stunned until the end of their next turn. > >**Savage Strike** Once per turn, when you strike a creature who are suffering from the Dazed, Staggered, Concussed, Stunned or Restrained Conditions, you deal the maximum possible damage. Once you use this trait, you cannot use it again until you spend at least 1 round not casting Taijutsu or Bukijutsu with your Action or Bonus Action. > >**Evasive** When subjected to a Dexterity Saving throw. If you would pass, you instead take no damage and suffer no effects. > > ### Jutsu > ***Ninjutsu. *** +3 to Hit, DC 11 > >D-Ranks*(Cost 5)*: Body Flicker, Chakra Shield > > ***Taiijutsu. *** +10 to Hit, DC 17 > >D-Ranks*(Cost 5)*: Brace, Dragon Palm Strike, Falling Dragon, Rising dragon > >C-Ranks*(Cost 9)*: Dragon Tail Foot > > ### Actions > *** MultiAttack.*** Tail of the Dragon makes 3 Unarmed Attacks > > ***Unarmed*** Melee Weapon Attack:* +11 to hit, reach 5ft., one target. Hit* 1d6+5 Bludgeoning damage. Once per turn, when dealing damage to a creature, they must also succeed a DC 17 Constitution Saving Throw or gain one rank of Concussed. \page ___ > ## [Claws of the Dragon](https://leagueoflegends.fandom.com/wiki/Claws_of_the_Dragon) >*B-Rank, Standard, Lurker, Shojin Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 18 (DR 2) > - **Hit Points** 60 > - **Chakra Points** 80 > - **Speed** 55ft. > - **Initiative ** 6. > - **Weapon Crit Range** 18. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 |20 |14 |12 |12 | 8 | >___ > - **Saving Throws** +3 to Str, +8 to Dex, +4 to Con, +3 to int +5 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 14 > - **Damage Resistance** Fire, Bludgeoning, Piercing, Slashing > ___ > >**Dragon Fist** This adversary can mark creature as Reaction. Marked creature remains marked for 1 minute or until another creature is marked. A marked creature suffers a 1d4 penalty to its AC when you would target them with Chained Claws attacks until the end of the current turn. > >**Sneak Attack** Once per turn, you deal an extra 2d8 damage when you hits a target with an attack and have advantage on the attack roll, or when the target is within 5 feet of your ally, as long as you don't have disadvantage > >**Bleeding Dragon (Affilliation, Unique)** Once per turn, when you hit a creature twice, the target must also succeed a DC 16 Constitution Saving Throw, or gain a rank of Bleeding on a Failed Save. > > ### Jutsu > ***Ninjutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: Chakra Shield > > ***Bukiijutsu. *** +7 to Hit, DC 15 > >D-Ranks*(Cost 5)*: 1-Strike Slash, 3-Lateral Slash, Chain Pull, Chained Embrace, Dancing Fool's Dance, Dancing Fools Whip, Weapon Deflect, > >C-Ranks*(Cost 9)*: Front Beheading, Reapers Swing > > ### Actions > *** MultiAttack.*** Claws of the Dragon makes 2 Chained Claws Attacks > > ***Chained Claws*** Melee Weapon Attack:* +9 to hit, reach 5ft., one target. Hit* 2d4+4 Slashing damage. ``` ``` ___ > ## [Eye of the Dragon](https://leagueoflegends.fandom.com/wiki/Eye_of_the_Dragon) >*B-Rank, Standard, Caster, Shojin Order, Prof +4* > > **Level** 5 > ___ > - **Armor Class** 18 > - **Hit Points** 40 > - **Chakra Points** 100 > - **Speed** 30ft. > - **Initiative** 5. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >| 7 |16 |14 |18 |12 |10 | >___ > - **Saving Throws** +2 to Str, +9 to Dex, +2 to Con, +0 to int +6 to Wis, +1 to Cha, > - **Skills** Acrobatics, Stealth, Martial Arts, Sleight of Hand > - **Senses** passive Perception 14 > ___ > > >**Adept Elementalist** Select one damage type. Increase damage done with the chosen damage type by +1 damage die and gain resistance to the chosen damage type. > >**Chakra Protection** Select two damage types. Gain Resistance to the select damage types. If you have vulnerability to a chosen damage type as the result of a different trait, you cannot gain resistance to that chosen damage type. > >**Torque Casting** When you would cast a Ninjutsu or Genjutsu while you have an Elemental Condition, you can reduce the rank of that condition by 1, converting some of its left over energy into chakra for your jutsu. Your jutsu gains the release keyword from the damage type needed to inflict the condition and increase the damage by 1 damage die. You can do this once per round. > > ### Jutsu > ***Ninjutsu. *** +10 to Hit, DC 16 > >(Select 5 Ninjutsus, they can have the Earth, Fire and Water Keyword.) > >D-Ranks*(Cost 5)*: Chakra Shield (Earth, Fire, Water) > >C-Ranks*(Cost 9)*: **Fire Release:** Dragon Flame Bombs, Fire Dragon Bullet, **Earth Release:** Earth Dragon Bullet > > ### Actions > *** MultiAttack.*** Tail of the Dragon makes 3 Unarmed Attacks > > ***Unarmed*** Melee Weapon Attack:* +8 to hit, reach 5ft., one target. Hit* 1d6+3 Bludgeoning damage.