Kabuto, Orochi (5e Creature)
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Medium humanoid (Human), neutral
Chakra. Kabuto has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Strange Transmission Distant Shadow. Kabuto may modify his body, gaining various actions depending on which modification he is using. Modifications are indicated by being under larger text. He may switch which modification he is using as an action.
Evasion. When Kabuto is targeted by an effect that allows him to make a Dexterity saving throw to take half damage, he takes half as much damage on a failure, and no damage on a success.
Multi-Attack. Kabuto makes 3 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) bludgeoning damage.
Shuriken (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. Kabuto may make 1 additional attack for every additional chakra point spent.
Healing Jutsu. One creature within 60 feet regains 3 (1d6) hit points. Kabuto may do this up to 3 times as one action, but may only use it a total of 6 times. Kabuto regains all uses at the end of a long rest.
Novice Healing Jutsu (1-5 Chakra). One creature regains a number of hit points equal to the amount of chakra spent.
Surgical Precision (8 Chakra). For 1 minute (concentration), Kabuto’s unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 16 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, as decided by Kabuto, until the end of their next long rest or until greater restoration or a similar effect is cast on them.
Cell Activation (16 Chakra). Kabuto either reduces a creature within 5 feet's reduces levels of exhaustion by 1, or removes 1 condition of your choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their chakra or hit point maximum.
Temple of Nirvana (32 Chakra). Every creature in a 150 ft. radius must attempt a DC 16 Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.
Inorganic Reincarnation (4 Chakra). Kabuto can move any one inanimate object not being held or worn by a creature or suspended in air up to 120 ft. away up to a 10 foot cube within range 20 feet in any direction. You may make an unarmed strike using an object by spending 5 feet of object movement.
Impure World Reincarnation (15+ Chakra). Kabuto targets an amount of living humanoids that are paralyzed, restrained, or unconscious. The creature becomes identical to a dead humanoid entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead and Kabuto may choose to either allow them to act on their own initiative count independently, or control them directly on his initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break his control as an action for twice the amount of chakra he spent.
Cursed Mark. Kabuto's maximum hit points are decreased by 1d12 and they regain an equal amount of chakra points.
Summoning Jutsu (34 Chakra). Kabuto summons Manda beneath him for 1 minute.
Illusory Warriors Manipulating Melody (12 Chakra). Kabuto resurrects up to 3 dead bodies. They act on his turn, can only jutsu he knows, and can not be killed. He can concentrate on this jutsu for up to 1 minute, during which he himself can not move or take actions. If he loses concentration, the bodies instantly die.
Revolt of the Demon World (8 Chakra). The creatures Kabuto is controlling with Illusory Warriors Manipulating Melody release many-mouthed snakelike spirits from their mouths. They have a flying speed of 10 feet, move on his turn, and are immune to all magical and non-magical effects. They will move toward the closest living creature that is not him or one of his corpses. If he loses concentration on his Illusory Warriors, this jutsu immediately ends. If a spirit passes through another creature, they must succeed a DC 16 Constitution saving throw. On a failure, they lose 11 (3d6) chakra points. If they do not have any chakra points, they gain 1 level of exhaustion.
Summoning Jutsu (8 Chakra). Kabuto summons four dead bodies that use the stats of Jirobo, save for being Large.
Triple Tripwire Paper Bomb (8 Chakra). Kabuto places a tripwire in a 15 ft. line. Creatures that do not see it must succeed three DC 16 Wisdom saving throws. If they fail any of these, they do not know the tripwire is there. If it is crossed, every creature within 5 ft. of the line must succeed a DC 18 Dexterity saving throw or take 9 (2d8) fire damage,
Produce Webbing (3 Chakra). Ranged Spell Attack: +6 to hit, range 15 ft., one target. Hit: The target is restrained. As an action, the target may make an attack against the webbing while restrained, ending this effect when it is destroyed. It has 35 hit points and 18 AC.
Armor of Sticky Gold (3 Chakra). Kabuto gains +2 AC, but his movement speeds are decreased by 15 ft for 1 minute.
Spider's Bow (4 Chakra). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 23 (4d8 + 4) piercing damage. This attack has disadvantage.
Earth Prison Dome of Magnificent Nothingness (15 Chakra). Kabuto creates a 15 ft. radius dome anywhere within 30 ft. of him. It has 15 AC and 100 hit points. If it is destroyed, all creatures inside must succeed a DC 18 Dexterity saving throw or take 7 (2d6) bludgeoning damage. Creatures inside the dome lose 5 (2d4) chakra points at the end of each of their turns.
Sphere of Graves (40 Chakra). Kabuto rips a massive boulder from the ground. All creatures within a 30 ft. radius must succeed a DC 14 Dexterity saving throw or be knocked prone. At the beginning of his next turn, all creatures in a 30 ft. radius centered up to 120 ft. away must attempt a DC 18 Dexterity saving throw, taking 119 (20d10) force damage and becoming restrained on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also restrained.
Parasite Demon Demolition Technique (20 Chakra). Kabuto fuses their body with another creature's within 5 ft. They must succeed a DC 15 Dexterity saving throw. On a failure, the brother occupies their space, any effect that targets the creature that isn't from the brother targets the brother as well, and he may only use his action end this effect. Once per turn, he may give the creature disadvantage on any d20 roll. This effect can be ended instantly with the greater restoration spell. If he stays inside their body for more than 1 hour, they dies instantly.
Summoning (20 Chakra). Kabuto summons one Rashōmon anywhere within 30 ft. of him.
Dance of the Clematis: Vine. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 6) magical piercing damage and the target becomes grappled. Kabuto can not use this attack while grappling a creature.
Dance of the Clematis: Flower (5 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 53 (8d10 + 6) magical piercing damage. This attack can only be used on a creature Kabuto is grappling.
Ten-Fingers Drilling Bullets. Ranged Spell Attack: +10 to hit, range 75 ft., one target. Hit: 15 (3d8 + 1) bludgeoning damage and Kabuto takes 7 (2d6) psychic damage.
Dance of the Seedling Fern (1/day). Kabuto instantly drops to 0 hit points. All creatures in a 120 ft. radius must attempt a DC 17 Dexterity saving throw, taking 102 (15d12 + 4) magical slashing damage on a failure, or half as much on a success. This action ignores Evasion.
Dance of the Larch (1 Chakra). When Kabuto is hit with a melee attack, he may take an additional 2 (1d4) psychic damage, a the creature takes 4 (1d6 + 1) piercing damage.
Hydrification (7 Chakra). For 1 minute, Kabuto can switch between being made of water and not being made of water. While made of water, he gains immunity to bludgeoning, slashing, and piercing damage, but vulnerability to to lightning and fire damage and can squeeze through any space, no matter how small.
Healing Bite (2+ Chakra). Kabuto allows one creature within 5 feet to bite him. They regain a number of hit points equal to a number of d4 equal to the number of chakra points they force Kabuto to lose. In addition, Kabuto takes 1d4 + the target's Strength modifier piercing damage.
Yin Healing Wound Destruction (8 Chakra). As a reaction to being targeted by an attack, Kabuto preemptively begins healing the targeted area, reducing the attack's damage by half.
Taking all of Orochimaru's research on kekkei genkai into his body, Kabuto underwent a monstrous transformation, effectively becoming a newer, better Orochimaru. Like his old master, he was defeated by Sasuke and Itachi Uchiha using Izanagi.