Haze Quadruplets (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.

Haze Quadruplets[edit]

Medium humanoid (Haze), neutral good


Armor Class 16 (Natural Armor)
Hit Points 71 (11d8 + 22)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Dex +7, Int +7
Skills Acrobatics +7, Arcana +7, Deception +5, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 11 (7,200 XP)


Chakra. The quadruplet has 29 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Afterglow. Once per turn when the quadruplet has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of the quadruplet by any means, creatures must attempt a DC 15 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

ACTIONS

Multiattack. The quadruplet makes two unarmed strike, katana, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The quadruplet 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.

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

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of the quadruplet takes 8 (1d8 + 3) magical slashing damage. This damage can not be increased in any way.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the quadruplet 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 the quadruplet casts this Jutsu while submerged in a liquid, the Jutsu carries them 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.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, the quadruplet's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Killing Intent. Any creatures of the quadruplet's choice that can see or hear him must succeed a DC 15 Charisma saving throw or become frightened of him for 1 minute. The quadruplet may do this twice, regaining all uses at the end of a long rest. The quadruplet may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Poisonous Claw Excretion (4+ Chakra). As a bonus action immediately after hitting a creature with an attack that deals slashing or piercing damage, the target must attempt a DC 15 Constitution saving throw. On a failure, they are poisoned for 1 minute. While poisoned in this way, they take 1 poison damage at the beginning of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. The quadruplet may increase this jutsu's duration by 1 minute for every 2 additional chakra points spent.

Threatening Stolen Blade (3-5 Chakra). When the quadruplet attempts to disarm a creature (see link or DMG pg. 271), he gains advantage on the check. If he succeeds, he may spend 2 additional chakra to automatically deal the weapon's damage to the target the first time they attempt to act or move in any way before the end of their next turn while they are within his reach.

Shadow Clone (4+ Chakra/Clone). the quadruplet creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. The quadruplet controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, the quadruplet dismisses them at will, or the quadruplet falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting the quadruplet when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, the quadruplet is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Water Style Shadow Clone (1 Chakra). When the quadruplet creates a shadow clone, he may imbue them with Water Style Chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of him. This also causes the quadruplet to not regain the base chakra spent to create the clone.

Water Gun (1 Chakra). Ranged Spell Attack: +7 to hit, range 20 ft., one target. Hit: 7 (1d8 + 3) magical piercing damage.

REACTIONS

Substitution (3+ Chakra). When the quadruplet is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) 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 quadruplet can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Instant Water (3+ Chakra). When the quadruplet is hit by an attack, he moves 15 feet in any direction, including straight up. The damage taken is halved, and the quadruplet may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action.

The_Quadruplets%27_Duty.png
[Source]

The most skilled and prized shinobi from the Land of Haze, bordering the Land of Silence and Land of Calm Seas, the Haze Quadruplets have been monumental in both keeping their small nation safe and rich. Despite their work primarily being criminal to some extent, they genuinely care for each other and their country. After acquiring a clump of Hashirama's cells stolen from Victor's company, they attempted to fence it, but were killed one-by-one by Deepa.

Variants: Haze Ninja Art: Forbidden Technique Each of the Haze Quadruplets has a unique jutsu from their village that only they know.

Asaka. Asaka has the following jutsu:

Haze Ninja Art: Forbidden Technique: Afterlife Opening Gate (25 Chakra). Ranged Spell Attack: +7 to hit, range 25 ft. radius. Hit: 250 fire damage. On a miss, they take half as much damage. This counts as a Wisdom saving throw for the sake of Discernment. This targets Asaka as well.

Hiruga. Hiruga has the following jutsu:

Haze Ninja Art: Forbidden Technique: Red Spider Lily (25 Chakra). Hiruga turns the ground in a 30 ft. radius to sludge. At the end of each of his turns for 1 minute (concentration), every creature including himself must attempt a DC 15 Strength saving throw. On a failure, they gain 1 level of sludge. On a success, they lose 1 level of sludge. As a reaction to a creature making this saving throw for 5 chakra, Hiruga may cause granting them disadvantage. If a creature has at least 1 level of sludge, they are restrained. If a creature has 5 levels of sludge, they are killed instantly and transported to a dimension exclusively costing of this sludge.

Yoruga. Yoruga has the following jutsu:

Haze Ninja Art: Forbidden Technique: Afterlife Opening Gate (25 Chakra). Yoruga creates a 5 square foot black stone gate anywhere within 30 feet of him that lasts for 1 minute (concentration). Any creature that passes through this gate is teleported to one location that he knows of on any plane of existence, chosen when he casts this jutsu. At the end of each of his turns that he maintains this jutsu, Yoruga's maximum hit points decrease by 5 as he begins to rapidly age.

Yuga. Yuga has the following jutsu:

Haze Ninja Art: Forbidden Technique: Ephemeral Life (25 Chakra). For 1 minute (concentration), Yuga gains a +3 bonus to his AC, and a +5 bonus to his damage reduction and damage threshold. On a hit with his unarmed strikes against a creature, he regains 1 chakra. As a bonus action, he may spend chakra to regain an equal number of hit points. When this jutsu ends, he immediately drops to 0 hit points.



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