Kidomaru (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.

Kidomaru[edit]

Medium humanoid (Kidomaru), lawful evil


Armor Class 18 (Natural Armor)
Hit Points 42 (12d8 - 12)
Speed 60 ft., climb 60 ft.


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

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


Chakra. Kidomaru has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Kidomaru is targeted by an area effect that lets him make a Intelligence or Wisdom 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. Kidomaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Black Chakra. Some of Kidomaru's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Kidomaru can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Kidomaru has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

Kidomaru Clan. Four of Kidomaru's six arms can not wield shields, or weapons with the heavy property.

ACTIONS

Multiattack. Kidomaru makes 2 attacks with his unarmed strike, kunai, produce webbing, or spider's bow attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Kidomaru 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.

Cursed Mark. As a bonus action, Kidomaru gains the following until he ends this effect as an action:

  • Kidomaru's maximum hit points are decreased by 3 (1d4 + 1) at the end of each of his turns, and he gains an equal number of black chakra. Kidomaru's hit point maximum returns to normal at the end of a long rest.
  • Kidomaru's Intelligence increases by 2 to a maximum of 24, and thus any jutsu attack and damage rolls and DCs are increased by +1.

Second Stage. While Cursed Mark is active, Kidomaru gains the following:

  • Kidomaru's maximum hit points are decreased by a total of 5 (1d4 + 3) at the end of each of his turns, and he gains an equal number of black chakra. Kidomaru's hit point maximum returns to normal at the end of a long rest.
  • Kidomaru's Intelligence increases by 2 to a maximum of 26, and thus any jutsu attack and damage rolls and DCs are increased by +1 (+2 total).
  • Kidomaru may take an additional bonus action on each of his turns for 2 chakra.

Produce Webbing (3 Chakra). Ranged Spell Attack: +8 to hit, range 15 ft., one target. Hit: they become restrained by webbing, which has an AC of 18 and 35 hit points. This can only be used while Second Stage is active.

Airtight Cocoon (7 Chakra). While a creature within 15 ft. is under the effects of Produce Webbing, the target can not attack their own cocoon and they have full cover, and the cocoon gains 35 hit points. As a bonus action while this is active, Kyodaigumo may deal 12 (2d6 + 5) magical bludgeoning to the target.

Armor of Sticky Gold (3 Chakra). Kidomaru gains a +2 bonus to his AC, but his movement speed is decreased by 15 for 1 minute. Kidomaru may end this effect early as a bonus action, regaining 1 chakra point. This can only be used while Second Stage is active.

Spider's Bow (0 Chakra). Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (3d8 + 4) magical piercing damage. This attack has disadvantage unless Kidomaru spends 2 chakra immediately before making this attack. This can only be used while Second Stage is active.

Spider's Web Unrolling (20 Chakra). Kidomaru creates 6 balls of webbing. As a bonus action for 1 ball, he may force all creatures within a 15 ft. cone to attempt a DC 16 Strength saving throw. On a failure, they become restrained by webbing. Each creature's web has an AC of 18 and 35 hit points. This can only be used while Second Stage is active.

Transportation Jutsu Formula: Underworld Turnover (20 Chakra). Kidomaru creates a 20 ft. radius eyeball-like sphere around himself. All creatures inside the sphere become unconscious until they are targeted by the basic Yin Style technique. If a creature spends 1 hour unconcious within the sphere, they die instantly. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kidomaru 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.

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

Transformation (1+ Chakra). Kidomaru becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). 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 11 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.

Combined Transformation (10 Chakra). When Kidomaru casts Transformation while touching a willing creature, he and the creature become a single creature or object. They become are a creature, he may choose either creature's size category to be the combined creature's, and the combined creature has the best of either creature's features, proficiencies, and proficiency bonus. The combined creature acts on Kidomaru's turn, and any damage it takes is dealt to whichever component creature has the highest hit points. Using this jutsu decreases the transformation from a number of hours to an equal number of minutes.

Explosive Seal (1+ Chakra). Kidomaru creates an explosive seal on one surface he can touch.

Summoning Jutsu (10 Chakra). Kidomaru summons kyodaigumo within 5 ft. of him.

Four Violet Flames Formation (20 Chakra). Kidomaru creates a wall that is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. This jutsu lasts for 1 minute (concentration), and Kidomaru must touch the wall to concentrate on it. Kidomaru a creature also touching the wall may spend 20 chakra to concentrate on the wall instead, also causing Kidomaru to regain 20 chakra.

REACTIONS

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

Armor of Sticky Gold (3 Chakra). When Kidomaru is targeted by an attack, he gains a +2 bonus to his AC, but his movement speed is decreased by 15 for 1 minute. Kidomaru may end this effect early as a bonus action, regaining 1 chakra point.

Full_Kidomaru.png
Kidomaru in his robes, Source [[1]].

A member of Orochimaru's elite squad, the Sound Four, Kidomaru earned his position and freedom from the Sound Village's vast prison/experimentation system by slaughtering his fellow prisoners in massive battles organized for Orochimaru's research. No longer fearful of death, his tactical abilities grew exponentially alongside his playfulness, especially with an enemy he finds interesting. However, not even he is immune to the Cursed Mark's intoxicating chakra, becoming aggressive and violent under its effects. Like most of the Sound Four, Kidomaru was born with a rare kekkei genkai, in his case three pairs of arms and a knack for climbing.

During his mission to bring Sasuke to Orochimaru, he was left behind to delay his Hidden Leaf Village pursuers after Jirobo's failure, though Neji Hyuga stayed behind himself to allow the rest of his team to proceed. Kidomaru's strength and tactical nature so outweighed his opponent that he believed Neji to be dead and left to reconvene with his squad, only to be blindsided by his barely alive combatant. With one swift strike, Neji disabled the flow to Kidomaru's heart, killing him instantly.

During the Fourth Shinobi World War, the Sound Four were resurrected by Kabuto to do battle with the ones that killed them. While stalemated at best against Neji, his ability to now use Underworld Turnover without drawback thanks to his immortal body quickly turned the tide, though Shikamaru quickly pulled together a strategy to draw Naruto to their location using their enhanced hatred, leading to their almost immediate sealing.


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