Beekeeper (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.

Beekeeper[edit]

Medium humanoid (Kamizuru), chaotic good


Armor Class 19 (Natural Armor)
Hit Points 82 (15d8 + 15)
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 19 (+4) 12 (+1) 8 (-1)

Saving Throws Dex +9, Int +9
Skills Acrobatics +9, Arcana +9, Investigation +9, Sleight of Hand +9, Stealth +9
Senses passive Perception 11
Languages Common
Challenge 15 (13,000 XP)


Chakra. The Beekeeper has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When the Beekeeper 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. The Beekeeper can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Hive Body. When the Beekeeper casts a jutsu, he may cast it from his space or any of his swarms' spaces. The Beekeeper's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When the Beekeeper takes the Attack action, they may make attacks as well. These attacks count as the Beekeeper's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to the Beekeeper's jutsu save DC (17). Their bites count as unarmed strikes for all of the Beekeeper's features and jutsu except his unarmed strike damage die. Additionally, the Beekeeper may communicate telepathically with his swarms.

Insect Divebomb. When the Beekeeper damages a creature within one of his swarm's reach, the target takes additional damage equal to half the swarm's unarmed strike damage. Additionally, his swarm's attacks deal an additional 3 (1d4) damage when they have advantage, and he may walk on his swarms as if they were solid terrain.

ACTIONS

Multiattack. The Beekeeper can make three unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The Beekeeper 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.

Floating Bugs (3 Chakra). As a bonus action, the Beekeeper may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute.

Honey Creation (5 Chakra). The Beekeeper creates 1 day's worth of food in honey for up to 4 Medium creatures.

Create Swarm (4+ Chakra). As an action or bonus action, the Beekeeper creates one swarm of bees, anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 5 hit points (10 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.

Destroy Swarm. One swarm the Beekeeper created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Split Swarm. As a bonus action, the Beekeeper splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action.

Combine Swarm. As a bonus action while two of the Beekeeper's swarms are within 5 ft. of each other, the Beekeeper may combine them into a single swarm one size larger to a maximum of Gargantuan. They gain the best of both swarm's features, any damage dice they roll are increased by 1 tier (i.e. 1d4 → 2d4 → 3d4), have the combined chakra and hit points of the swarms they were created from, and gain 7 temporary hit points that are lost when they defuse.

Insect Repellant (15 Chakra). While the Beekeeper has no swarms created, he loses the ability to create insects, but his chakra cannot be sensed, he gains advantage on Stealth checks, and his movement speed increases by +15 feet (55 total) for 1 minute. The Beekeeper may end this jutsu early as an action.

Secret Technique: Bug Skin Technique (8 Chakra). The Beekeeper gains resistance to bludgeoning, piercing, and slashing damage, and his unarmed strikes deal additional damage equal to one of his swarms' Bites attack.

Insect Clone Technique (2 Chakra). As a bonus action, one of the Beekeeper's swarms can not be distinguished from the Beekeeper in any way other than its size category, even magically, without destroying it. As a reaction for 4 chakra when the swarm drops to 0 hit points, the Beekeeper may form another swarm with half as many hit points under the effects of this jutsu anywhere within 15 ft. of the original.

Secret Technique: Insect Gathering (9 Chakra). The Beekeeper becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of him, as well as any other time-relevant unusual happenings.

Insect Pillar (3 Chakra). As a bonus action, one of the Beekeeper's swarms extends its size upwards a number of feet equal to its flying speed until the end of the Beekeeper's turn, forcing all targets within its space to make a DC 18 Strength saving throw. On a failure, they take 5 + the swarm's bite attack damage. On a success, they take half as much damage.

Parasitic Destruction Insects: Eclipse (5 Chakra). On the same turn as the Beekeeper used Insect Pillar, the same swarm loses its upward size increase and all creatures in a radius equal to its flying speed, as well as those within its space, must attempt a DC 18 Strength saving throw. On a failure, they take 5 + the swarm's bite attack damage. On a success, they take half as much.

Secret Technique: Insect Sphere (12+ Chakra). One creature within 20 feet must make a DC 18 Strength saving throw. On a failure, they become restrained and take one of the Beekeeper's swarm's Bite damage at the beginning of each of the Beekeeper's turns for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. The Beekeeper may target one additional creature with this jutsu for every 2 additional chakra points spent.

Secret Technique: Leaching Insects (8 Chakra). As a bonus action, a creature restrained by Secret Technique: Insect Sphere must attempt a DC 17 Constitution saving throw. On a failure, they lose 2 (1d4) chakra points, and one of the Beekeeper's swarms regains an equal number of chakra points. The Beekeeper may choose for the swarm to not regain chakra points to cause the target to lose twice as many.

Memetic Insects: Crawl (2 Chakra). The Beekeeper destroys one instance of Secret Technique: Insect Sphere. All creatures within the sphere must attempt a DC 18 Strength saving throw. On a failure, they take damage equal to 5 + the sphere's AC + twice the sphere's remaining hit points. On a success, they take half as much damage.

Insect Tornado (10 Chakra). The Beekeeper creates a 15 ft. radius vortex anywhere within 40 feet that lasts for 1 minute (concentration). The Beekeeper may move it up to 40 feet as a bonus action. If the tornado passes through a creature or vice-versa, they must attempt a DC 18 Constitution saving throw, taking 34 (6d8 + 5) poison damage and becoming poisoned on a failure. The creature can only be subjugated to the damage and saving throw once per round.

Transformation (1+ Chakra). The Beekeeper becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check to realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

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

REACTIONS

Substitution (3+ Chakra). When the Beekeeper is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. The Beekeeper can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Ninja Art: Honey Bee (6 Chakra). When one of the Beekeeper's swarms is reduced to 0 hit points by a creature within 5 ft. of them, the creature that killed the swarm must attempt a DC 18 Dexterity saving throw. On a failure, their movement speed is halved and they gain disadvantage on saving throws, ability checks, and attack rolls that rely on Dexterity.

Beekeeper.png
[Source].

A mysterious shinobi from the Hidden Stone Village's Kamizuru clan, the Beekeeper is one of the few surviving members of their clan, having fled to nurture a large community of bees as it collapsed. The sole distributor of mead in the shinobi world, which was sought out by Shino and Kiba as a gift for Naruto and Hinata's wedding. After a long dialogue between the two bug masters, the Beekeeper eventually gave them their gift, removing the fog around his forest having moved on from his guilt.

The Beekeeper's Lair

The Beekeeper's bamboo forest has become shrouded in thick fog stemming from the shame of the Kamizuru clan. Hidden in this forest is the Beekeeper himself, along with his supply of the world's greatest honey and mead, both of which are considered invaluable to many rich and influential people.
The Beekeeper encountered in their lair has a challenge rating of 17 (18,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the Beekeeper takes a lair action to cause one of the following effects; the Beekeeper can't use the same effect two rounds in a row.

  • Each swarm of bees in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Any creature that is not a swarm of bees in the lair must attempt a DC 17 Wisdom saving throw. On a failure, apparitions of the Beekeeper cause them to become consfused for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
  • Until initiative count 20 on the next round, for any creature that doesn't have levels in the Path of the Assassin or Insect-Nin, the Beekeeper's layer is considered heavily obscured beyond 5 ft.
  • A swarm of bees appears anywhere within 15 ft. of one random creature that is not a swarm of bees that is in the lair.

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