Hiruko (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.

Hiruko[edit]

Medium humanoid (Hiruko), lawful evil


Armor Class 18 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 16 (+3) 13 (+1) 10 (+0)

Saving Throws Dex +8, Con +8, Int +8
Skills Acrobatics +8, Arcana +8, Deception +5, Medicine +6, Perception +6, Sleight of Hand +8, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 14 (11,500 XP)


Chakra. Hiruko has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Hiruko can make 3 unarmed strike or kunai attacks.

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

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hiruko 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 Ninjutsu Technique (1 Chakra). As a bonus action, Hiruko can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Hiruko becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 16 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Hiruko's movement speed doubles, and their movement does not provoke attacks of opportunity until the beginning of his next turn.

Rasengan (10 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) magical bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 16 Strength saving throw. On a failure, they are pushed 20 feet away from Hiruko.

Giant Rasengan (12+ Chakra). Hiruko creates a 10 ft. radius that's edge is 5 ft. in front of him. On his next turn, as an action, all creatures in this range are targeted by a Rasengan attack. Hiruko may spend 5 additional chakra to increase this jutsu's range by 5 feet.

Hair Bind (3 Chakra). As a free action, one creature within 10 ft. must attempt a DC 16 Dexterity saving throw. On a failure, they are grappled. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Hiruko may end this effect as an action to throw them up to 10 feet.

Hair Needle Senbon (2-3 Chakra). Ranged Weapon Attack: +8 to hit, range 10/30 ft., one target. Hit: 7 (1d8 + 3) piercing damage. This may be done as a free action, or as an action for 1 additional chakra.

Sharp Hair Spear: Might (5-6 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage. This may be done as a free action, or as an action for 1 additional chakra.

Summoning Jutsu (1+ Chakra). Hiruko summons Ichi, Ni, San, or Team Hiruko, spending an amount of chakra equal to twice the summoned creature's CR.

Magic Lantern Body (10 Chakra). Hiruko projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Puppet Curse (20 Chakra). One creature within 5 ft. must make a DC 16 Intelligence saving throw. On a failure, they are charmed for 1 hour (concentration). While charmed in this way, they must move toward Hiruko at any chance they get. At the end of each of their turns, the target can repeat the saving throw.

Chimera Technique (15 Chakra). Hiruko gains 3 features, spells, or jutsu of his choice from one willing or incapatcitated living humanoid creature he touches for 1 hour. If a feature relies on another, such as how each Path of Hatred relies on the previous one, he can not take it unless he has the feature it relies on.

Perfected Absorption (25 Chakra). Immediately after Hiruko uses Chimera Technique on a creature, he may make a DC 20 Constitution saving throw. On success, he permanently gains 1 feature, spell or jutsu. On failure, he gains 3 levels of exhaustion and his current chakra is reduced to 0. Hiruko may only have 5 abilities absorbed permanently from this jutsu at a time.

Inhaling Maw (3+ Chakra). One creature within 30 ft. must succeed a DC 16 Intelligence saving throw. On a failure, they lose 7 (2d6) chakra points or take 10 (2d6 + 3) necrotic damage. On success, they take half of the damage or chakra lost. Hiruko regains chakra equal to half of the damage or chakra lost. He may increase this jutsu's damage or chakra point loss by 1d6 or its range by 10 feet for every 4 additional chakra.

Judgement (10 Chakra). Every creature in a 30 ft. line must make a DC 16 Intelligence saving throw. On a failure, they take 17 (4d6 + 3) magical bludgeoning damage. On a success, they take half as much.

Surge (6 Chakra). For 1 minute (concentration), Hiruko's speed doubles, and he gains an additional action and bonus action, a +1 bonus to his AC, and advantage on Dexterity saving throws. When doing anything that isn't a Swift Release jutsu using the action given by Surge, he must roll a Concentration check. On a failure, the technique fails and Surge ends, and he is unable to move or take any actions until the end of his next turn.

Chidori (8-16 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage + 21 (4d8 + 3) lightning damage. If Hiruko does not have a dojutsu active, such as the sharingan, any attacks of opportunity made against him during this movement have advantage, otherwise they have disadvantage. Hiruko can move up to 15 feet toward his target as part of his action. He may deal an additional 5 (1d8) lightning damage per 2 additional chakra points spent.

Impervious Armor (8 Chakra). Hiruko creates a 40 ft. radius thunder cloud 40 ft. in the air that lasts for 1 minute (concentration). Any lightning damage dealt to a creature other than Hiruko under the cloud deals an additional 10 (2d6 + 3) lightning damage.

Demon Lightning Strike. Each creature in a 10 ft. radius of one point under Demon Lightning Storm's cloud must make a DC 16 Constitution saving throw, taking 10 (2d6 + 3) lightning damage on a failure, or half as much damage on a success.

Thunder Cloud Inner Wave (10 Chakra). For 1 minute (concentration), each creature that ends its turn within 15 ft. of you or enters this area for the first time on a turn takes 10 (2d6 + 3) lightning damage. Additionally, a 15 ft. radius around Hiruko is heavily obscure for any creature other than him.

REACTIONS

Substitution (3+ Chakra). When Hiruko is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Hiruko can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Nature Absorption (2+ Chakra). When Hiruko takes damage, he may reduce said damage by 3 (1d6). When he uses Judgement or uses a jutsu or spell memorized by Shape Transformation Memorization, it deals the same damage type as the damage he used this jutsu on most recently. Hiruko may increase the amount of damage reduced by 3 (1d6) for every 2 additional chakra points spent.

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[Source].

Born into the Hidden Leaf Village, Hiruko was a close friend of the SanNin, and wished to fight alongside them. Despite this, he was born with no talent towards being a shinobi. To overcome this, he developed the Chimera Technique. After his human experimentation was discovered by the Third Hokage, he fled the authorities, officially becoming a rogue-nin, spreading rumors of an attempt on his life at the hands of the Sannin at the order of Hiruzen. Unaging, but not unkillable, he only became more and more cynical, eventually wishing to plunge the world into a Fourth Shinobi World War. In an attempt to gain immortality by amassing power, he guided Kakashi to him using his genjutsu. However, before he could take his Sharingan, the Leaf dispatched a team to stop him. While his subordinates Ichi, Ni and San were able to hold off the intruders relatively well, Naruto Uzumaki was able to overcome them, saving Kakashi and defeating him with their combined abilities.



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