Kimimaro, Healthy (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.

Kimimaro[edit]

Medium humanoid (Kaguya), lawful neutral


Armor Class 22 (Natural Armor)
Hit Points 228 (24d8 + 120)
Speed 80 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 12 (+1) 12 (+1) 10 (+0)

Saving Throws Con +11, Cha +6
Skills Acrobatics +9, Animal Handling +7, Nature +7, Persuasion +6
Senses passive Perception 11
Languages Common
Challenge 20 (25,000 XP)


Chakra. Kimimaro has 47 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Dance of the Camelia. At the start of his turn, Kimimaro can expend half his movement to make his first attack with advantage.

Resilience. At the start of each of Kimimaro's turns, he gains 12 temporary hit points.

Osteomancer (1+ Chakra). When Kimimaro would take damage from casting one of his jutsu, he may decrease the damage taken by 2 for every chakra point spent on this feature. If this would decrease the damage taken below 0, he instead regains a number of hit points equal to the "negative damage" taken.

ACTIONS

Multiattack. Kimimaro makes 4 attacks with his unarmed strike, kunai, Ten-Fingers Drilling Bullets, Vine Strike, Flower Strike, attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kimimaro 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, Kimimaro gains the following until he ends this effect as an action:

  • Kimimaro'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. Kimimaro's hit point maximum returns to normal at the end of a long rest.
  • Kimimaro's Constitution increases by 2 to a maximum of 24, and thus any attack and damage rolls and his AC are increased by +1.

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

  • Kimimaro'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. Kimimaro's hit point maximum returns to normal at the end of a long rest.
  • Kimimaro's Constitution increases by 2 to a maximum of 26, and thus any attack and damage rolls and his AC are increased by +1 (+2 total).
  • At the beginning of his turn, Kimimaro may decrease his movement speed to 50 ft. to make 1 additional attack when you take his Multiattack action.
  • When Kimimaro would cause himself to lose current or maximum hit points or take damage by using or maintaining a feature, he decreases the reduction by -3.

Clethra (1+ Chakra). Kimimaro creates one non-magical weapon that counts as adamantine that lasts for 1 minute and takes 2 (1d8 - 2) psychic damage. When he makes an attack with this weapon, you may spend 1 chakra to double its reach until the beginning of his next turn.

Ten Fingers Drilling Bullets (1+ Chakra). Ranged Weapon Attack: +11 to hit, range 35/70 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage. Kimimaro takes 1 (1d4 - 2) psychic damage immediately after using this jutsu. Kimimaro may increase this jutsu's cost by 1 and psychic damage by 2 (1d4) to deal an additional 4 (1d8) magical piercing damage to a maximum of 18 (3d8 + 5) magical piercing damage.

Dance of the Clematis: Vine (5 Chakra). Kimimaro gains the Vine Strike attack and takes 3 (1d10 - 2) psychic damage.

Vine Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) magical slashing damage and Kimimaro may spend 2 chakra to cause the creature to become restrained and be unable to make this attack until they are not restrained. Kimimaro may end this effect at will, and the target may attempt a DC 19 Strength saving throw at the end of each of their turns. On a failure, they take 8 (1d6 + 5) magical slashing damage. On a success, they take half as much damage and are no longer restrained.

Dance of the Clematis: Flower (5 Chakra). Kimimaro gains the Vine Strike attack and takes 3 (1d10 - 2) psychic damage.

Flower Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) magical piercing damage. This attack has disadvantage.

Dance of the Larch (5+ Chakra). As a bonus action, Kimimaro gains a +2 bonus to his AC until the end of his next turn and takes 3 (1d10 - 2) psychic damage. If an attack roll misses by 3 or less, they take 9 (1d8 + 5) magical piercing damage. If they roll a 1 on their attack roll and Kimimaro would be able to grapple them, they become restrained until the end of his next turn.

Dance of the Seedling Fern (5+ Chakra). Kimimaro takes 3 (1d10 - 2) psychic damage, and every creature in a 15-foot radius, 50 ft. tall area around him must succeed a DC 19 Dexterity saving throw or take 41 (8d8 + 5) magical piercing damage. This jutsu's area counts as difficult terrain for any creatures without this jutsu. Kimimaro may move at twice his movement speed inside this forest, and may move in any direction within it as if it were normal movement. Kimimaro may increase this jutsu's radius by 10 ft. for every additional 5 chakra spent and 5 (1d10) psychic damage taken. After using this jutsu, he becomes stunned until the beginning of his next turn.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Kimimaro makes two unarmed strikes.

Leaf Gust (8 Chakra). Kimimaro makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kimimaro's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kimimaro gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Kimimaro casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Kimimaro's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage. Kimimaro may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: The target is restrained until Kimimaro is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Kimimaro using this jutsu.

REACTIONS

Substitution (3+ Chakra). When Kimimaro is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Kimimaro can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Dance of the Larch (5+ Chakra). When Kimimaro is targeted by a melee attack, he gains a +2 bonus to his AC until the end of his next turn and takes 3 (1d10 - 2) psychic damage. If an attack roll misses by 3 or less, they take 9 (1d8 + 5) magical piercing damage. If they roll a 1 on their attack roll and Kimimaro would be able to grapple them, they become restrained until the end of his next turn.

Exterior Growths (2 Chakra). When Kimimaro is hit by a critical hit, it becomes a normal hit.

Kimimaro_full.png
[Source].

While powerful in his own right, Kimimaro's potential, and eventually life, was cut short by a crippling disease. However, even as a weakened reincarnation, being free from his sickness allowed him to outperform the likes of the Third Raikage against Naruto Uzumaki. Had he been free from disease, he may have even been able to compete with Orochimaru, even without his Cursed Mark, though by then he likely would have had his body taken.


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