Kimimaro, Transformed (5e Creature)

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Kimimaro Kaguya[edit]

Medium humanoid (Human), chaotic good

Armor Class 18 (Natural Armor)
Hit Points 119 (14d8 + 56)
Speed 45 ft.

16 (+3) 22 (+6) 18 (+4) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dexterity +10, Constitution +8
Skills Acrobatics +10, Perception +6
Senses passive Perception 16
Languages Common
Challenge 12 (8,400 XP)

Chakra. Kimimaro has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kimimaro is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Resilient. Kimimaro gains 5 temporary hit points at the beginning of each of his turns, and his limbs can not be severed.

Dance of the Camelia. Kimimaro can expend half his movement speed at the beginning of his turn to make his first attack roll have advantage.


Multiattack. Kimimaro can make 3 bone, Dance of the Clematis: Vine, or Ten-Fingers Drilling Bullets attacks.

Bone. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 1d6 + 6) magical piercing damage. This attack deals twice as much damage to objects.

Dance of the Clematis: Vine. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 6) magical piercing damage and the target becomes grappled. Kimimaro can not use this attack while grappling a creature.

Dance of the Clematis: Flower (5 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 53 (8d10 + 6) magical piercing damage. This attack can only be used on a creature Kimimaro is grappling.

Ten-Fingers Drilling Bullets. Ranged Spell Attack: +10 to hit, range 75 ft., one target. Hit: 15 (3d8 + 1) bludgeoning damage and Kimimaro takes 7 (2d6) psychic damage.

Dance of the Seedling Fern (1/day). Kimimaro lose 120 hit points, 40 chakra points, or half of each. All creatures in a 120 ft. radius must attempt a DC 17 Dexterity saving throw, taking 102 (15d12 + 4) magical slashing damage on a failure, or half as much on a success. This action ignores Evasion.

Cursed Mark. Kimimaro decreases his hit point maximum by 6 (1d12) and regains an equal number of chakra points.


Dance of the Larch (1 Chakra). When Kimimaro is hit with a melee attack, Kimimaro may take an additional 2 (1d4) psychic damage, a the creature takes 4 (1d6 + 1) piercing damage.

Kimimaro brandishing his bone blade, Source [[1]].

The last member of the once-powerful Kaguya clan, Kimimaro uses his clan's kekkei genkai, shikotsumiyaku, to extend and fortify his bones into deadly weapons to dispatch his enemies with. The extent to which he manifested it and his prowess in using it resulted in his clan head locking him in a cage. This fortuitously resulted in him being the only clan member not involved in a raid on the Hidden Mist Village for no better reason than pride and bloodlust that ultimately resulted in the entire raiding force, and thus the entirety of his clan, being killed. His combat proficiency, completely unique kekkei genkai, and loss of purpose made him perfect recruitment material for Orochimaru. Among all the inhabitants of the Hidden Sound Village, his body was Orochimaru's primary candidate for takeover, a purpose which he lived wholly for. Strong enough to lead the Sound Four, and intense enough to be the only man Jugo respected, a sudden, almost incurable illness resulted in him being almost permanently bedridden. Combined with his observable inferiority to Sasuke both in the eyes of Orochimaru and in general, he deemed the best way to regain his lost honor would be to fight a suicidal battle against multiple teams of incredibly powerful chunin to assure Sasuke's retrieval. He can tap into his cursed mark to unleash an immense power.

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