Hagoromo, Jinchuriki (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.

Hagoromo Otsutsuki[edit]

Medium humanoid (Uchiha/Uzumaki), lawful good


Armor Class 28 (Natural Armor)
Hit Points 255 (30d8 + 120)
Speed 95 ft.


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

Saving Throws Dex +12, Int +12
Skills Arcana +12, History +12, Perception +9, Persuasion +9
Senses passive Perception 19
Languages Common
Challenge 26 (90,000 XP)


Chakra. Hagoromo has 79 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Hagoromo has 100 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 1 chakra not granted by this feature.

Evasion/Endurance. When Hagoromo is targeted by an area effect that lets him make a Dexterity or Constitution 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. Hagoromo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Rinne Sharingan. Hagoromo benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Hagoromo automatically detects visual illusions and genjutsu and has advantage on saving throws against them.

Chakra Sense. When Hagoromo takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Dying Breath. At the beginning of each of Hagoromo's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Permanent Manifestation. Hagoromo's jutsu gain a +3 bonus to their damage rolls.

Truth-Seeking Orbs. Hagoromo has 6 Truth-Seeking Orbs. As a reaction whenever he would take damage, he may reduce the damage he takes by the amount of damage he chooses to have his orbs take. Each orb has 100 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. Hagoromo's orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and they have resistance to damage that would otherwise ignore immunity.

ACTIONS

Multiattack. Hagoromo can make 3 unarmed strike, Susanoo Strike, or Susanoo Shortsword, or Susanoo Katana attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (5d4 + 7) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. Hagoromo may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 6 (1d4 + 4) piercing damage on a hit.

Skeletal Susano'o. Hagoromo becomes Large and gains 30 temporary hit points. Hagoromo must spend 2 chakra points at the end of each of his turns to maintain this effect.

Humanoid Susano'o. Hagoromo becomes Huge and gains 45 temporary hit points. Hagoromo can allow creatures of his choice into his space, causing any attacks that would target them to target him instead, however, the creature cannot affect anything outside of his space from within. If Hagoromo and another creature are both occupying his space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to Hagoromo instead. When Hagoromo moves by any means, he may choose to cause all creatures within his space to move in the exact same manner. This may be used as a bonus action while Skeletal Susano'o is active. Hagoromo must spend 2 chakra points at the end of each of his turns to maintain this effect.

Armored Susano'o. Hagoromo gains the effects of Humanoid Susano'o, a 10 ft. bonus to his reach, and 60 temporary hit points. This may be used as a bonus action while Skeletal Susano'o or Humanoid Susano'o is active.

Complete-Body Susano'o. Hagoromo gains the effects of Armored Susano'o, a 60 ft. flying speed, and 120 temporary hit points, he may make 2 additional attacks when he takes the Attack action, and he becomes Titanic. Additionally, Hagoromo may give a creature that he can touch other than himself the benefits of Susano'o instead, though Hagoromo must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Hagoromo's Susano'o at a time.

Susano'o Strike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) magical bludgeoning damage. On a successful hit, Hagoromo can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active.

Susano'o Crush. A creature that Hagoromo is grappling must succeed a DC 19 Constitution saving throw or take 22 (4d8 + 4) magical bludgeoning damage. This can only be used while any Susano'o is active.

Susano'o Shortswords. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) magical slashing damage. If Hagoromo takes the Attack action and only make attacks with these weapons, he may take the attack action as a bonus action on the same turn, but may only make attacks with these weapons during this attack action. This can only be used while Humanoid Susano'o, Armored Susano'o, or Complete-Body Susano'o is active.

Susano'o Katana. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (2d12 + 11) magical slashing damage. This can only be used while Armored Susano'o, or Complete-Body Susano'o is active.

Truth-Seeking Jutsu. As part of casting another jutsu that deals damage, Hagoromo adds at least 1 truth-seeking orb within 5 feet of him. The jutsu’s damage and ranges are increased by half. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).

Sword of Nunoboko. Hagoromo shape's 3 truth-seeking orbs into his double helix Sword of Nunoboko. While wielding this weapon in one hand, his unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage.

Manipulation. As a bonus action, Hagoromo shapes one Truth-Seeking Orb into any mundane object with an area no larger than a 15 ft. radius sphere, including weapons. Alternatively, he can shape it into a flat surface up to 10x10x0.04 feet in size. Pushing, dragging, or lifting his orbs requires 600 lbs of force. He may manipulate them up to 60 feet from him as a free action or bonus action, they have an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a DC 20 Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 10 (2d6 + 3) force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

Truth-Seeking Orb Execution (6 Chakra/Turn). In place of Hagoromo's action, bonus action, reaction, and his entire movement speed, Hagoromo places his hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns (concentration), after which if the targeted creature doesn’t move and he did not lose concentration, they are killed instantly and reduced to atoms.

See Hagoromo's Jutsu

  • DC - 20
  • Attack bonus - +15


Young_Bijuu_and_Hagoromo.png
[Source]

Following the Ten-Tailed Beast's defeat, Hagoromo extracted his mother's chakra from its tomb within the newly created moon. Saddened to likely never see his brother ever again, the two created a rift in a cave deep within the Land of Ancestors, allowing anyone to travel from the earth to the moon in minutes, though long after Hamura would place the Gatekeeper to protect his end of the portal from Indra's followers. Even without its body however, the Ten-Tails' chakra was a constant threat within him, forcing him to use his newly formulated Creation of All Things technique to split it into the nine tailed beasts, giving each of them their own name and identity and a prophesy that though they were each unique, they were once one, and one day would become one again in a new form that not even he knew. However, as his first creations looked down on him, the toll of being a jinchuriki took its toll on his body, incapacitating him for months. When he awoke, the world had become something completely foreign to him.


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