Ashimaru (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Ashimaru[edit]

Medium humanoid (human), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 102 (12d8 + 48)
Speed 45 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 9 (-1)

Saving Throws Con +7, Cha +2
Skills Athletics +7, Intimidation +2, Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 8 (3,900 XP)


Chakra. Ashimaru has 28 heavy chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Ashimaru is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

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

Silent Killing. Once per turn when Ashimaru has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Ashimaru by any means, creatures must attempt a DC 10 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

ACTIONS

Multiattack. Ashimaru can make 2 unarmed strike, katana, or kunai attacks.

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

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Ashimaru 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, Ashimaru makes two unarmed strikes.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Ashimaru 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 Ashimaru casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

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

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Ashimaru is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained.

Hammer of the Hidden Mist (9 Chakra). Melee Spell Attack: +7 to hit, reach 10 ft. radius. Hit: 4 ((2d4 + 4) / 2) magical bludgeoning damage and the target is knocked prone.

Return of the Devil (2 Chakra). As a bonus action, Ashimaru leaps up to 20 feet into the air and makes a katana attack against one creature within his reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground.

Evilest Assassins (4+ Chakra). Ashimaru makes one katana attack that targets one creature within 5 ft. and any shadow clones or creatures with 5 hit points within 5 ft. of the target.

REACTIONS

Substitution (3+ Chakra). When Ashimaru is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Ashimaru can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Ashimaru.png
[Source].

Before the Fourth Shinobi World War, Ashimaru and Hidari were a talented duo of wandering mercenaries. However, following the war and the formation of the Shinobi Union, people like them lost their place in the world. After years of wandering, they were approached by Iori, a citizen of Green Banks, a small village in the Land of Rivers that had gotten rich via a toll on its high-traffic bridge, who hired them to assassinate his own village head, Tofu. While they succeeded, he failed to take advantage of the situation, leaving Tofu's daughter Kiri the new village head. Kidnapping her and meeting with Iori, though not before she could contact the Leaf Village for help, the two decided that the village itself was more valuable that Iori's payment, killing him and holding Kiri hostage for the village deed. Separating from Hidari to deal with Boruto, Mitsuki, and Sarada, he was only defeated by a combined assault.


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