Keiko (Shinobi World Supplement)

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Keiko[edit]

Medium humanoid,


Armor Class 17 (Natural Armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 17 (+3) 14 (+2) 11 (+0)

Saving Throws Dex +5, Int +7
Skills Acrobatics +5, Perception +6, Stealth +5
Senses 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Creature has 21 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Evasion. When Keiko is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Keiko can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Caged Bird. When Keiko dies, her Byakugan are destroyed. As a bonus action, a creature that knows the Caged Bird fūinjutsu may deal up to 12 points of psychic damage. This lasts until the creature dies or a creature that can cast this jutsu ends it as an action.

Chakra Sense. When Keiko takes the search action, she may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. She sees 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 her. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +(ability modifier + Proficiency bonus) to hit, reach 5 ft., one target. Hit: average damage (#d4 + ability modifier) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage.

Body Flicker (3 Chakra). Keiko's movement speed doubles, and her movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Keiko can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Leaf Great Flash (5 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: the target is moved 30 feet in any direction.

Palm Bottom (1+ Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Byakugan (1 Chakra). As a bonus action, Keiko gains the following:

  • 30 ft. of truesight
  • 360 degree vision for 15 ft.
  • Keiko must spend 1 chakra at the end of each of his turns to maintain this effect.

Focused Byakugan (2 Chakra). While Byakugan is active, Keiko gains the following:

  • 120 ft. of darkvision.
  • She can see invisible creatures.
  • She is not affected by an area being heavily obscured, even by magical effects.

Rotation (3 Chakra). While Byakugan is active, any creatures in a 10 ft. radius must make a DC 15 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 15 Dexterity saving throw or take 7 (1d8 + 3) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Keiko gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Keiko's next turn.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack while Byakugan is active, the target must succeed a DC 15 Constitution saving throw or be stunned until the end of her next turn.


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