Kokuyo (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Kokuyo[edit]

Medium humanoid (fabrication), lawful neutral


Armor Class 19 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 10 (+0) 12 (+1) 13 (+1)

Saving Throws Dex +9, Cha +5
Skills Acrobatics +9, Deception +5, Perception +5, Stealth +9, Survival +5
Senses passive Perception 15
Languages Common
Challenge 11 (7,200 XP)


Chakra. Kokuyo has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Natural Constitution. Kokuyo does not need to eat, drink, or sleep. If he is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half its chakra points, he becomes paralyzed until the end of his next turn.

Fabrication. When Kokuyo spends chakra, he takes an equal amount of damage.

ACTIONS

Multiattack. Kokuyo makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Kokuyo may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

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

Leaf Gust (8 Chakra). Kokuyo makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kokuyo's choice.

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

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d4 + 6) bludgeoning damage. Kokuyo may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is restrained until Kokuyo is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Kokuyo using this jutsu.

Lion Combo (2 Chakra). One creature within 5 ft. must attempt a DC 18 Strength saving throw. On a failure, they take 8 ((3d4 + 5 / 2) + 1) magical bludgeoning damage and are pushed 20 feet into the air until the end of Kokuyo's next turn. On a success, they take half as much damage.

Peregrine Falcon Drop (2 Chakra). Kokuyo leap up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 18 Strength saving throw. On a failure, they take 15 (2d8 + 6) magical bludgeoning damage as they and the target return to the ground. On a success, they take half as much damage.

Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave Kokuyo's reach, they must attempt a DC 18 Strength saving throw. On a success, they leave his reach. On a failure, they may not attempt to do so until the beginning of their next turn. This lasts until the beginning of Kokuyo's next turn. Kokuyo may spend 1 chakra to increase this jutsu's duration by 1 turn.

REACTIONS

Substitution (3+ Chakra). When Kokuyo is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Kokuyo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Kokuy%C5%8D.png
[Source].

The first big step toward success in Onoki and Kara's improvement of the Akuta, Kokuyo's clay body, enhanced by the remains of white zetsu corpses recovered after the Fourth Shinobi World War, can be considered the first true fabrication. Cursed with an imperfect chakra network, he is unable to perform ninjutsu or genjutsu, instead training his inhuman body exclusively in taijutsu. Unlike his successors, he cares little for humanity, emotions, and companionship, focusing every aspect of himself toward completing his mission, even at the cost of his allies. Viewing fabrications as the next species to rule the Earth, he backed Ku's coup against the Fifth Tsuchikage. However, as both the coup and experiment neared its completion thanks to Mitsuki, Onoki realized that Ku's plan was not what he desired, in part due to interference of other Leaf shinobi attempting to rescue Mitsuki. As Boruto and Sarada left to track down Ku, Inojin, Shikadai, and Chocho stayed to fight Kokuyo, eventually exhausting him, causing his core to collapse.



FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: