Kigiri (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.

Kigiri[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 45 (10d8)
Speed 45 ft.


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

Saving Throws Dex +7, Int +7
Skills Acrobatics +7, Perception +5, Sleight of Hand +7, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Kigiri has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Afterglow. Once per turn when Kigiri has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Kigiri by any means, creatures must attempt a DC 15 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Rebreather. Kigiri is immune to non-magical inhaled chemicals, toxins, or particles, has advantage on saving throws against inhaled chemicals, toxins, or particles of a magical nature, and has resistance to the damage such effects causes.

Black Chakra. Some of Kigiri's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Kigiri 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 Kigiri 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.

Cursed Mark. When Kigiri is reduced to half his maximum chakra points, he must attempt a DC 15 Wisdom saving throw. On a failure, he gains the following:

  • Kigiri'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. Kigiri's hit point maximum returns to normal at the end of a long rest.
  • Kigiri's Intelligence increases by 2 to a maximum of 24, and thus any jutsu attack and damage rolls and DC are increased by +1.
  • In order to end this feature, Kigiri must succeed a DC 15 Charisma saving throw as an action.

ACTIONS

Multiattack. Kigiri makes 2 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kigiri 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.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kigiri 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). Kigiri becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that they are transformed. If the creature saw them 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). Kigiri's movement speed doubles, and their movement does not provoke attacks of opportunity.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 16 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. Kigiri may make 3 of these attacks each time they use this jutsu, spending 4 total chakra.

Vanishing Smoke Prison (8 Chakra). Kigiri creates a 40 ft. radius cloud of smoke around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 10 ft., and any scents and sounds can not be detected within this cloud. Additionally, any creatures who are breathing when this jutsu is cast must attempt a DC 16 Constitution saving throw, being stunned until the end of their turn on a failure.

Shadow Clone (4+ Chakra/Clone). Kigiri creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Kigiri controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Kigiri dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Kigiri regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Kigiri, including equipment, features, and any effects affecting Kigiri when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Kigiri. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Smoke Clone (1 Chakra). When Kigiri makes a shadow clone, he fills its body with a small, putrid flame that produces a thick smoke. When a smoke clone is reduced to 0 hit points or dispelled, its surroundings in a 10 ft. radius, which spreads around corners, becomes heavily obscured by smoke until the end of his next turn. This also causes Kajika to not regain the 4 chakra spent to create the clone.

Killing Intent. Any creatures of Kigiri's choice that can see or hear him must succeed a DC 15 Charisma saving throw or become frightened of him for 1 minute. Kigiri may do this once, regaining all uses at the end of a long rest.

REACTIONS

Substitution (3+ Chakra). When Kigiri is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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. Kigiri can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Multiple Smoke Clone (2+ Chakra). When one of Kigiri's smoke clones within 60 ft. is reduced to 0 hit points or dispelled, he reforms its smoke into more smoke clones within the original's smoke cloud. Kigiri must spend 2 additional chakra per clone created in this way.

Binding Smoke Prison (3 Chakra). When one of Kigiri's smoke clones within 60 ft. is reduced to 0 hit points or dispelled, one creature within its smoke cloud must attempt a DC 16 Strength saving throw. On a failure, they become restrained for 1 minute. They or a creature that can touch them may retry this saving throw as an action, ending this effect early on a success.

Kigiri.PNG
[Source]

During Kabuto and Guren's to capture the Three-Tails, Gozu, Rinji, Kigiri, Kiho, and Nurari were "recruited" for their ability to slaughter their fellow prisoners in one of Orochimaru's labs. En route to their destination, Team Guren, Kabuto, and Yukimaru, the crux of the plan, were attacked by the Hidden Leaf Village's Team 8 and Kakashi. Rather than jumping straight into combat, Kigiri disabled their tracker's sense of smell with a smokescreen, allowing he and his teammates to escape.

After another run in with Yamato, Kiba, Rock Lee, and Tenten, Kigiri and his squad barely made their way back to their hideout. Taking advantage of their injured state, Kabuto implanted Kigiri, Kiho, and Nurari with a Cursed Mark, enhancing their strength and loyalty after they attempted to escape, nearly being killed by the mark activating to tear through their bodies. Being redeployed against the Leaf shinobi, Kigiri battled Kakashi, only being defeated when he believed Kakashi to be restrained, moving in for the killing blow only to be hit with a Lightning Cutter from the real Kakashi. As he bled out, Nurari absorbed him, with his merged form being killed by the Three-Tails.



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