Guren (5e Creature)

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Medium humanoid (Human), neutral evil

Armor Class 18 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 45 ft.

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

Saving Throws Dexterity +8, Constitution +6
Skills Acrobatics +8, Perception +5, Insight +5, Persuasion +6
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)

Chakra. Guren has 35 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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


Multiattack. Guren makes two unarmed strike or String of Glory Beam attacks.

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

Crystal Wheel (3 Chakra). Until the beginning of her next turn, Guren gains +30 feet of movement speed, opportunity attacks against her have disadvantage, she can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if she occupies the same space as another creature, they take 7 (1d6 + 4) magical slashing damage. She may spend 1 chakra at the beginning of each of her turns to maintain these effects.

Gods' Crossing (2+ Chakra). Ranged Spell Attack: +7 to hit, range 25 ft. line. Hit: 13 (2d8 + 4) magical piercing or slashing damage. This only effects creatures in every other 5 foot area of this jutsu’s range. You may increase this jutsu’s range by 10 feet for every 2 additional chakra points spent.

Crimson Fruit (5 Chakra). Guren creates a 15 foot radius dome of crystals within 60 feet of her for 1 minute. Each 5 foot area has 20 AC and 25 hit points.

Jade Crystal Mirror (5 Chakra). Guren erects a wall of perfectly reflective crystal that occupies a 5 foot area anywhere within 30 feet of her. It has 15 AC and 15 hit points. Creatures within 10 feet of it must succeed a DC 15 Wisdom saving throw at the beginning of each of their turns. On a failure, they have disadvantage on attack rolls against you until the beginning of their next turn. You may move it up to 15 feet up to 60 feet away from you as an action, bonus action, or reaction.

Giant Hexagonal Weapon (3-6 Chakra). Ranged Spell Attack: +7 to hit, range 15 ft. line. Hit: 5 (1d3 + 4) slashing damage. Guren may make 1 additional attack for every additional chakra point spent.

String of Glory (20 Chakra). Guren's movement speed becomes 0, she gains a flying speed of 5 feet, 35 temporary hit points and +3 AC, and the String of Glory Beam attack for 1 minute.

String of Glory Beam. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 9 (4d6 + 4) force damage.

Source [[1]].

Born in a small village, Guren was shunned for her ability to use the Crystal Style kekkei genkai. After Orochimaru destroyed said village, she was recruited into the Hidden Sound Village. Ruthless, obsessive, sadistic, and vain, Guren was the perfect as one of Orochimaru's subordinates. Due to this, she often caused friction with other subordinates she deemed even the smallest amount disloyal, particularly Orochimaru's second in command Kabuto Yakushi.

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