Kagero (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.

Kagero[edit]

Medium humanoid (Kagero), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 55 (10d8 + 10)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 8 (-1)

Saving Throws Int +8, Wis +5
Skills Animal Handling +5, Medicine +5, Perception +5, Stealth +6
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Kagero has 26 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kagero is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Kagero can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Kagero makes 2 attacks with her unarmed strike, kunai, or Demonic Flute attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Kagero 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, Kagero can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). Kagero's movement speed doubles, and her movement does not provoke attacks of opportunity.

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

Underground Projection Fish (3 Chakra). As a bonus action, Kagero may swim through such materials as easily as water until this jutsu ends. Kagero must spend 1 chakra point at the end of each of her turns to maintain this effect.

Headhunter (6 Chakra). Kagero gains a burrowing speed equal to her movement speed +5 feet until the beginning of her next turn. If she hits a creature with an unarmed strike while burrowing, she may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 16 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Mist Blaze Dance (14 Chakra). Kagero exhales a 20 foot sphere of ash anywhere within 30 feet. The cloud spreads around corners and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, she can move the cloud 15 feet in any direction. If a creature within range takes damage that is not bludgeoning, piercing, or slashing damage, the cloud reacts. The cloud is destroyed, and very creature within the cloud must attempt a DC 16 Dexterity saving throw, taking 48 (8d10 + 4) fire damage on a failure.

Antlion Ninja Art: Ephemeral. As a bonus action, Kagero gains the following until she ends this effect as a bonus action:

  • She gains a +3 bonus to attack and damage rolls.
  • Her movement does not provoke opportunity attacks or activate traps, and happens instantaneously.
  • She loses 3 chakra points or gain 1 level of exhaustion at the end of each of her turns.

Plasma Laser (15 Chakra). Every creature in a 45 ft. cone, with the peak of the arc of this jutsu’s range being 5 feet in front of Kagero, must attempt a DC 16 Dexterity saving throw. On a failure, they take 39 (10d6 + 4) lightning damage. On a success, they take half as much damage.

Healing Jutsu (1-20 Chakra). One creature Kagero can touch regains a number of hit points equal to chakra spent.

Chakra Control (4/Day). As a bonus action, Kagero reduces her next jutsu's cost by 3.

Mystical Palm Jutsu. Kagero has a pool of 11 d6s she can use on this action. As a bonus action, Kagero can heal one creature she can see within 60 feet of you, spending dice from the pool to a maximum of 4. She must roll the dice she spends, add them together, and restore a number of hit points equal to the total.

Chakra Heart Threads (15 Chakra). One creature within 30 ft. of Kagero gains the effects of this jutsu. When Kagero or the target take damage, the other creature takes an equal amount of damage. A creature with the Chakra Pills or Chakra Threads feature or under the effects of a Plasma Style jutsu may end this jutsu's effects as a melee attack against either creature with an AC of 16.

REACTIONS

Substitution (3+ Chakra). When Kagero is hit by an attack and would take damage, she decreases the damage by 15 (1d10 + 10) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in his place and she takes any remaining damage from that attack. Kagero can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kagero.PNG
[Source].

When the Land of Rice Fields was attacked by a nearby territory, Kagero was among the Fuma Clan forces to counter-invade. After years of atrocities under orders, turning their enemies into the near-uninhabitable Land of Graves, the only thing Kagero wanted was to go home, but the disgrace the war had left her clan in made her an outcast when she returned. It was then that the remnants of the Fuma clan met Orochimaru, who promised them glory and honor for servitude. Arashi, Jigumo, Kamikiri, Kotohime, and Kagero accepted his offer, becoming one of the driving forces in turning the Land of Rice Fields into the Land of Sound. The Fuma clan shinobi that refused were never heard from again.

Following the Sound and Sand's attack on the Hidden Leaf Village, and thus the revelation that the Hidden Sound Village was Orochimaru's experimentation grounds, Kagero patrolled around their official compound alongside Kamikiri and Jigumo, occasionally acting as Kabuto when needed. The first to detect Naruto, Sakura, and Jiraiya's infiltration to find information on Sasuke, Kagero's patrol squad attempted to stop them, but were nearly killed in the process. When her squadmates begged Orochimaru, who was actually Arashi, to heal her, he killed the two for their failure, absorbing them but fulfilling their wish. After a second round against Sakura and Naruto, she was fatally wounded yet again, using her last words to warn them of Arashi's insanity.


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