Kidomaru, Transformed (5e Creature)

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Small humanoid (Human), neutral evil

Armor Class 15 (Natural Armor)
Hit Points 67 (15d6 + 15)
Speed 40 ft., climb 40 ft.

14 (+2) 18 (+4) 12 (+1) 18 (+4) 16 (+3) 12 (+1)

Saving Throws Dexterity +6, Intelligence +6, Wisdom +5
Skills Acrobatics +6, Perception +5
Senses passive Perception 15
Languages Common
Challenge 9 (5,000 XP)

Chakra. Kidomaru has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.


Multiattack. Kidomaru can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Triple Tripwire Paper Bomb (8 Chakra). Kidomaru 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). Kidomaru 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.

Cursed Mark. Kidomaru's maximum hit points are decreased by 1d12 and they regain an equal amount of chakra points.

Kidomaru preparing his bow, Source [[1]].

Like the rest of the Sound Four, Kidomaru was born with a rare kekkei genkai. His granted him six pairs of arms. He is an excellent tactician, being comparable to the smartest of the Nara clan. Like all Sound Four members, he can access a heightened form for 1 minute each day.

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