Byakuren (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 class 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 is not follow traditional CR.


Medium humanoid (Human), any alignments

Armor Class 18 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 45 ft.

12 (+1) 16 (+3) 14 (+2) 18 (+4) 18 (+4) 10 (+0)

Saving Throws Dexterity +8, Intelligence +9, Wisdom +9
Skills Stealth +8, Perception +12
Senses passive Perception 22
Languages Common
Challenge 13 (10,000 XP)

Chakra. Byakuren has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.


Multiattack. Byakuren makes three water chain attacks.

Water Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) cold damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The hunter-nin may make 1 additional attack for every additional chakra point spent.

Water Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Prison (4 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 9 (1d10 + 4) magical bludgeoning damage and become restrained for 1 minute (concentration). At the end of each of its turns, the target can attempt a DC 17 Strength saving throw. On a success, the target is no longer restrained.

Water Shark Bomb (10 Chakra). Ranged Spell Attack: +9 to hit, 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning plus 7 (2d6) cold damage and must make a DC 17 Strength saving throw or be pushed back 10 feet and fall prone.

Water Gun: Two Gun Style (12 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., two targets. Hit: 6 (2d6 + 4) magical piercing damage and 6 (1d12) cold damage.

Super Shark Bomb (28 Chakra). All creatures in a 10 ft. x 150 ft. line must make a DC 17 Strength saving throw. On a failure, the targets take 33 (6d8 + 4) cold damage and 11 (3d6) magical bludgeoning damage and falls prone, moving to the end of the line. On a success, they only take half as much damage.

Hidden Mist Jutsu (5 Chakra). Byakuren creates a 40 ft. radius cloud of mist. This area counts as heavily obscured for any creatures that can not cast this jutsu for 1 minute.

Vanish (2 Chakra). While lightly or heavily obsured, Byakuren becomes invisible. He remains invisible until he is no longer lightly obscured, take the attack action, or cast a jutsu.

Byakuren at the first meeting of the five Kage, Source [[1]].

Stern, frank, unwavering, and slightly unnerving, Byakuren was the Hidden Mist Village's first Mizukage. Being an elderly, but none the less skilled, shinobi, he died of natural causes shortly after the first Five Kage Summit, resulting in Gengetsu Hozuki becoming Hokage due to his assassination skills and charisma.

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