Kidomaru (5e Creature)
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Kidomaru[edit]
Small humanoid (Human), neutral evil Armor Class 15 (Natural Armor)
Saving Throws Dexterity +6, Intelligence +4, Wisdom +5 Chakra. Kidomaru has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest. ACTIONSMultiattack. 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 14 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 16 Dexterity saving throw or take 9 (2d8) fire damage, Cursed Mark. Kidomaru's maximum hit points are decreased by 1d12 and they regain an equal amount of chakra points.
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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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