Kaguya (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Kaguya Otsutsuki[edit]

Medium humanoid (Otsutsuki), lawful good


Armor Class 31 (Natural Armor)
Hit Points 304 (32d8 + 160)
Speed 95 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 20 (+5) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Dex +14, Int +11
Skills Arcana +11, Intimidation +10, Nature +11, Perception +16
Senses passive Perception 28
Languages Common
Challenge 30 (155,000 XP)


Chakra. Kaguya has 74 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Kaguya has 100 additional chakra points which she can expend. She can regain 50 of these chakra points as a bonus action for 5 chakra not granted by this feature.

Evasion/Endurance. When Kaguya is targeted by an area effect that lets her make a Dexterity or Constitution 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. Kaguya can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Rinne Sharingan. Kaguya benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Kaguya automatically detects visual illusions and genjutsu and has advantage on saving throws against them.

Byakugan. Kaguya can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block her Chakra Sense.

Chakra Sense. When Kaguya takes the search action, she may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. she sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by her. This effect can penetrate most barriers, but is blocked by 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.

Dying Breath. At the beginning of each of Kaguya's turns that she is unconscious, she may ignore the condition and immediately take a turn. At the end of her turn, she gains 1 level of exhaustion. If she was unconscious from having 0 hit points, she does not make a death saving throw at the beginning of that turn, and she regains the unconscious condition and gains a failed death saving throw at the end of her turn.

Permanent Manifestation. Kaguya's jutsu gain a +3 bonus to their AC, attack and damage rolls.

Truth-Seeking Orbs. Kaguya has 6 Truth-Seeking Orbs. As a reaction whenever she would take damage, she may reduce the damage she takes by the amount of damage she chooses to have her orbs take. Each orb has 100 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. Kaguya's orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that she does not cast. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and they have resistance to damage that would otherwise ignore immunity.

Dance of the Camelia. At the start of her turn, Kaguya can expend half her movement to make her first attack with advantage.

Resilience. At the start of each of Kaguya's turns, she gains 12 temporary hit points.

Yomotsu Hirasaka. Kaguya may spend 8 chakra to cause any effect she causes to be cause anywhere within 30 ft. of her.

Tailed Beasts. Kaguya must spend 1 less chakra on all jutsu (included in actions), she regains 10 hit points at the start of each of her turns, has advantage on Strength and Dexterity checks and saving throws, and has a damage reduction of 5.

ACTIONS

Multiattack. Kaguya can make 4 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (6d4 + 8) magical bludgeoning damage.

Hidden Chakra. As a bonus action, Kaguya regains 30 chakra points. She may use this twice, regaining all uses at the end of a long rest.

Unstable Tailed Beast Mode. As a full turn action, Kaguya gains any features from Datara of her choice, but becomes berserk until the end of her turn.

All-Killing Ash Bones (29 Chakra). Ranged Spell Attack: +14 to hit, range 15/30 ft., one target. Hit: 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by true resurrection as they and all non-magical objects they are wearing are reduced to atoms.

Truth-Seeking Jutsu. As part of casting another jutsu that deals damage, Kaguya adds at least 1 truth-seeking orb within 5 feet of her. The jutsu’s damage and ranges are increased by half. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).

Manipulation. As a bonus action, Kaguya shapes one Truth-Seeking Orb into any mundane object with an area no larger than a 15 ft. radius sphere, including weapons. Alternatively, she can shape it into a flat surface up to 10x10x0.04 feet in size. Pushing, dragging, or lifting his orbs requires 600 lbs of force. She may manipulate them up to 60 feet from her as a free action or bonus action, they have an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a DC 19 Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 18 (2d6 + 2d8 + 2) force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

Truth-Seeking Orb Execution (5 Chakra/Turn). In place of Kaguya's action, bonus action, reaction, and his entire movement speed, Kaguya places her hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns (concentration), after which if the targeted creature doesn’t move and she did not lose concentration, they are killed instantly and reduced to atoms.

Expansive Truth-Seeking Orb. (2+ Chakra). One of Kaguya's Truth-Seeking Orbs covers an area equal to 2.5 times the amount of chakra spent, and has 20 times the amount of chakra spent hit points. It has a movement speed and range equal to 12 times its size. As an action, all creatures within 30 ft. of the orb must succeed a DC 19 Constitution saving throw, taking a number of d4 force damage as chakra spent on a failure or half as much on a success, destroying the orb in the process. This orb can not be regained until the end of Kaguya's next long rest. Kaguya may do this once, regaining use at the end of a long rest.

Eighty Gods Vacuum Attack (19 Chakra). All creatures in a 20 ft. cube 5 ft. from Kaguya must attempt a DC 24 Constitution saving throw. On a failure, they take 63 (10d10 + 8) force damage, are pushed to the edge of the area, and are knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores Endurance.

Amenominaka (49 Chakra). Any creatures within 60 ft. of Kaguya, including herself, are moved to a dimension of her choice.

Six Paths Senjutsu (19-24 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Kaguya becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that she does not cast until the beginning of her next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and she gains resistance to damage that would otherwise ignore immunity.

Infinite Tsukuyomi (99 Chakra). During the full moon while Kaguya is at least 100 feet above sea level, any creatures within the same plane of existence must attempt a DC 19 Wisdom saving throw with a -10 penalty. On a failure, they become unconcious and paralyzed as they dream of their greatest wishes and wooden fragments of the Ten-Tails wrap around their bodies, which now bear a reflection of Kaguya's Rinnegan. Creatures that are undead, have their own Rinnegan, or are entirely enclosed inside a chakra construct created by a creature with a Rinnegan (i.e. Susano'o, Cat God Possession, Demon Wave) are immune to this jutsu. Any creature on the same plane continues to be targeted by this jutsu at all times until Kaguya is knocked unconcious, and creatures continue to be effected by it until it is canceled by the basic Yin Style technique. If a creature spends at least 20 years under this effect, they become a white zetsu loyal to Kaguya.

Deva Path: Shinra Tensei (4+ Chakra). As an action, or as a reaction for 5 additional chakra when she is targeted by an attack, every creature within a 5 ft. radius must succeed a DC 19 Strength saving throw or take 9 (2d6 + 2) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Kaguya may not use a Deva Path jutsu again until the beginning of her next turn.

Deva Path: Banshō Ten'in (1+ Chakra). Any creature of Kaguya's choice within a 10 ft. radius must succeed a DC 19 Strength saving throw or be pulled towards her. Kaguya can increase this jutsu's range by 5 feet for every additional chakra point spent. Kaguya can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, she can not use any Deva Path jutsu again until the beginning of her next turn.

Hair Bind (2 Chakra). As a free action, one creature within 10 ft. must attempt a DC 19 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. Kaguya may end this effect as an action to throw them up to 10 feet.

Hair Needle Senbon (1-2 Chakra). Ranged Weapon Attack: +14 to hit, range 10/30 ft., one target. Hit: 6 (1d8 + 2) piercing damage. This may be done as a free action, or as an action for 1 additional chakra.

Rabbit Hair Needle (6 Chakra). When Kaguya uses Hair Needle Senbon, the jutsu's range is doubled, and she does not need to spend chakra to use it as an action after using it as a free action.

Otsutsuki Flight (4 Chakra). As a free action, Kaguya gains a flying speed equal to her movement speed. Kaguya must spend 1 chakra at the end of each of her turns to maintain this effect.

Natural Chakra Suppression. As a free action, Kaguya can not be sensed by chakra sense, but she can not cast jutsu, though she can maintain them, for 1 minute (concentration).


Kaguya_full_appearance.png
Kaguya using All-Killing Ash Bones, Source [[1]]

Descending from the heavens, Kaguya Ōtsutsuki was commanded to bring the fruit of the God Tree on Earth to the main family of the Ōtsutsuki clan on another planet, or possibly even another dimension. However, when her then-partner Isshiki Ōtsutsuki, approached to sacrifice her in order to mature the Ten-Tails, she betrayed him and their clan, nearly killing him and sacrificing his lower half to the beast. Staying on Earth, she joined the Land of Ancestors, growing close to its emperor Tenji and becoming with child. Losing faith in humanity but still longing for peace, she consumed the fruit of the God Tree, thus awakening the Rinne Sharingan. Ending all wars surrounding her home with her newfound power, she gained the name of Rabbit Goddess. Slowly losing her mind to the God Tree, she became more paranoid about humans trying to steal her power and retribution from the other Ōtsutsuki, trapping the world in the first Infinite Tsukuyomi. Attacking her own two sons Hagoromo and Hamura, whom she had given chakra to in their birth, the two were forced to seal her inside a Chibaku Tensei that would later be called the moon, and divided her chakra among the Tailed Beasts. Before she could be fully sealed, however, she created a third "son" from her will; Black Zetsu.

Over 1000 years later, all spent in hard work and scheming, Black Zetsu betrayed Madara, allowing Kaguya's chakra to overtake his body, reviving her. However, after a long fight against her grandsons' reincarnates and their friends, she was sealed away within an uninhabited dimension along with Black Zetsu, with her chakra returning to tailed beasts.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: