Haido (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Haido[edit]

Medium humanoid (human), lawful evil


Armor Class 18 (Natural Armor)
Hit Points 85 (19d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0) 16 (+3)

Saving Throws Int +8, Wis +5
Skills Acrobatics +8, Arcana +8, Investigation +8, Medicine +5, Perception +5, Persuasion +8
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Haido has 40 black chakra points which he can expend. All chakra points are regained at the end of a long rest.

Stone of Gelel. Once per turn, Haido may spend 1 chakra to regain 2 hit points, and he does not age.

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

Truth-Seeking Orbs. Haido has 3 Truth-Seeking Orbs. Each orb has 50 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. All of your orbs regenerate at the end of a long rest. Whenever he makes an attack with his unarmed strikes, he may increase the attack's reach by 10 feet. On a hit, his orbs receive 1/4 of the damage dealt, rounded down.

ACTIONS

Multiattack. Haido can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Haido 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.

Second State. Haido gains the following:

  • Haido loses 4 chakra points at the end of each of his turns.
  • Haido's Dexterity increases by 2 to a maximum of 26, and thus any non-jutsu attacks and his AC are increased by +1.
  • At the beginning of his turn, Haido may decrease his movement speed to 30 ft. to make 1 additional attack when he takes his Multiattack action.
  • When Haido would cause himself to lose current or maximum hit points or take damage by using or maintaining a feature, he decreases the reduction by -3.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Haido makes two unarmed strikes

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Haido's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Haido 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 Haido casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Haido may fly up to 30 feet before making this attack.

Gelel Blast (8-20 Chakra). As part of an unarmed attack, Haido may increase its reach by 5 feet. This range increases by 5 feet for every 4 additional chakra spent.

Gelel Laser (20 Chakra). Every creature within a 45 ft. cone must attempt a DC 16 Dexterity saving throw. On a failure, they take 38 (10d6 + 3) lightning damage. On a success, they take half as much damage. Unlike a normal cone, the peak of the arc of this jutsu’s range is 5 feet in front of Haido, tapering as it gets further away.

REACTIONS

Substitution (3+ Chakra). When Haido 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. Haido can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Truth-Seeking Defense. When Haido would take damage, his Truth-Seeking Orbs take damage instead. Any damage that his orbs take while at 0 hit points is dealt to Haido instead.

Haido.png
[Source]

A traveler from a far off continent, Haido sought power above all else, eventually drawing him to the Book of Gelel, a document detailing the legend of the Stone of Gelel. Amassing a small amount of the material and implanting a portion in him and his followers, Fugai Kamira and Ranke, as well as creating a flying fortress, he destroyed the royal house, the only members capable of sealing and unsealing the legendary Vein of Gelel, save for Temujin whom he molded into his perfect servant with false aspirations of using Gelel to achieve a perfect utopia. Taking control of their nation, he created an army by sealing the life force of children who could not bear Gelel energy within mechanical bodies. Finally tracking down the Vein of Gelel to be somewhere in the Land of Wind, he invaded. However, throughout his war, Temujin began to doubt Haido, eventually escaping Haido's control, but not before revealing the Vein to him. In response, Haido revealed Temujin's past and tried to kill him, but was beaten when he and Naruto, whose friendship had spurred the revolt. When Temujin opened the Space-Time Rift to keep the Vein of Gelel from destroying the world, Haido's body was pulled in alongside it, sealing his fate.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: