Kako (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.

Kako[edit]

Medium humanoid (fabrication), lawful neutral


Armor Class 18 (natural armor)
Hit Points 84 (13d8 + 26)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +8, Cha +6
Skills Acrobatics +8, Arcana +8, History +8, Nature +8, Perception +6, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


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

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

Natural Constitution. Kako does not need to eat, drink, or sleep. If he is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half its chakra points, he becomes paralyzed until the end of its next turn.

Fabrication. When Kako spends chakra, he takes an equal amount of damage.

ACTIONS

Multiattack. Kako makes 3 attacks with its unarmed strikes or kunai.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Kako may make 1 additional attack for every additional chakra point spent. Kako may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Regeneration (5/Day). As a bonus action, Kako regains 5 hit points or 2 chakra points.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kako 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). Kako becomes identical to a person, creature or non-magical object he has 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 a DC 16 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). Kako's movement speed doubles, and his movement does not provoke attacks of opportunity.

Fissure (3 Chakra). Kako creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 16 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 16 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 14 (3d6 + 3) force damage and is pushed to the top.

Shadow Clone (4+ Chakra/Clone). Kako creates up to five 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. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Kako dismisses them at will, or Kako falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Kako when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Earth Style Shadow Clone (2 Chakra). When Kako creates a shadow clone, they may imbue them with Earth Style Chakra. Clones under this effect have 15 hit points. This also causes you to not regain the base chakra spent to create the clone.

Detachment of the Primitive World Technique (22 Chakra). As a lengthy distracting action Kako designates this jutsu's range. At the beginning of his next turn, any creatures within a 30 ft. long, 5 ft. radius cylinder or 20 ft. cube with an edge 5 ft. from him take 78 (10d6 + 43) force damage and they are blinded for 1 minute. If Kako moves himself before this happens, he regains half this jutsu's cost, and the jutsu fails. If he is moved by any other means, the jutsu stays in the same place in relation to him. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates any part of it within range. A magic item is unaffected by this spell.

REACTIONS

Substitution (3+ Chakra). When Kako is hit by an attack and would take damage, they decrease the damage by 18 (1d10 + 13) 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. The jonin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Mud Wall (4 Chakra). When Kako is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.

Kak%C5%8D%27s_Dust_Release.png
[Source].

The first true success of Onoki and Kara's improvement of the Akuta, Kako's clay body was given life, drawing from research on both Onoki's own body, and the corpses of various white zetsu recovered after the Fourth Shinobi World War. The official leader of the akuta army, Kako is easily irritated, only ever satisfied by the rush of a fight to the death regardless of who it's against so long as it is not the Stone Village. Despite this, he was perfectly willing to follow his leader, Ku, in their coup against Kurotsuchi. However, when Mitsuki got involved, Kako was sent to deal with his pursuer Boruto. While more than capable of dealing with a single child, if a prodigy, backup from Chocho and Sarada forced him to abuse his ultimate technique, which ate away at his artificial core, killing him.



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