Hiruzen (Shinobi World Supplement)
From D&D Wiki
Medium humanoid (Sarutobi), neutral good
Chakra. Hiruzen has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Discernment. When Hiruzen is targeted by an area effect that lets him make a Wisdom or Intelligence saving throw to take only half damage, such as Shade Style: Judgement or the Rinnegan's Human Path's Absorption Soul Technique, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.
Ninja Speed. Hiruzen can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. Hiruzen can make 3 unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Hiruzen 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.
Transformation (1+ Chakra). Hiruzen becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make an Investigation check realize that he is transformed. If the creature saw him 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). Hiruzen's movement speed doubled, and his movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hiruzen 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.
Bringer of Darkness (10 Chakra). One creature within 50 ft. must make a DC 17 Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). As an action, the target can repeat the saving throw.
Earth and Stone Dragon (10 Chakra). Hiruzen forms a dragon within 60 ft. for 1 minute (concentration). You can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Hiruzen. It acts on his initiative and has the following actions:
Earth Style Shadow Clone (4+ Chakra/Clone). Hiruzen creates up to 5 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. Hiruzen 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, Hiruzen dismisses them at will, or Hiruzen falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).
Headhunter (6 Chakra). Sarutobi gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 17 Strength saving throw at the end of each of their turns, ending this effect early in a success.
Rock Shelter (15 Chakra). Hiruzen creates a 15 ft. radius hemisphere of earth. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.
Fire Dragon Flame Bullet (22 Chakra). Each creature in a 10 ft wide, 150 ft line must make a DC 17 Dexterity saving throw, taking 45 (10d6 + 2d4 + 5) fire damage and catch fire for 1 minute on a failure. On a success, they take half as much damage. At the start of its turn, it takes 11 (2d10) fire damage. At the end of each of its turns, a creature must make a DC 17 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.
Great Fireball (8+ Chakra). Ranged Spell Attack: +9 to hit, range 150 ft., 10 ft. radius or 30 ft. cone. Hit: 38 (8d6 + 2d4 + 5) fire damage. This damage increases by 3 (1d6) for every additional chakra expended. For every 4 additional chakra spend, this jutsu's range increases by its base range (i.e. 16 chakra total results in a 90 ft. cone)
Five Elements Seal (25 Chakra). One restrained or willing creature Hiruzen can touch has their chakra point maximum decreased by 12 points, or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of his choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.
Reaper Death Seal (20 Chakra). Both Hiruzen and one creature within 15 ft. become paralyzed, and they must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, Hiruzen dies instantly and the target loses their ability to cast spells and jutsu. At the end of a long rest, they may attempt a DC 17 Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means.
Violent Whirlwind (1 Chakra). Every creature in a 5 foot wide, 30 foot line must make a DC 17 Strength saving throw, taking 9 (1d8 + 5) bludgeoning damage and pushed 15 feet away on a failure.
Water Shark Bomb (10 Chakra). Ranged Spell Attack: +9 to hit, range 50 foot line. Hit: 19 (3d8 + 5) bludgeoning plus 7 (2d6) cold damage and must make a DC 17 Strength saving throw or be pushed back 10 feet and fall prone.
Lightning Water Dragon Bullet (5 Chakra). Ranged Spell Attack: +11 to hit, range 15 ft., one target. Hit: the target is paralyzed until the end of their next turn.
Substitution (3+ Chakra). As a reaction when Hiruzen is hit by an attack and would take damage, he decreases the damage by 29 (1d10 + 23) 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. Kakashi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Retaking the mantle from the late Minato Namikaze, Hiruzen led empathetically, though with a much weaker fist in his old age. Forever mourning his successor, he watched over his son Naruto Uzumaki for the rest of his life, ensuring the orphan would never be hunted for his lineage, or his secret. It wouldn't be until Naruto's Chunin Exams that Hiruzen would see any of his students again, though of all of them it was Orochimaru, resurrecting his two masters against him. It took everything he had to trap the souls of all three Hokage in the belly of the Reaper Death Seal, along with his students arms, ending the siege on his beloved village and passing the torch onto the one the village decided, not the Hokage. Ultimately, their decision decided on his own student for the seat of Fifth Hokage.