Kurotsuchi (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 class 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 is not follow traditional CR.


Medium humanoid (Human), any alignments

Armor Class 18 (Natural Armor)
Hit Points 65 (10d8 + 20)
Speed 45 ft., burrowing 45 ft.

12 (+1) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 10 (+0)

Saving Throws Dexterity +8
Skills Stealth +8, Perception +6
Senses passive Perception 16
Languages Common
Challenge 9 (5,000 XP)

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


Multiattack. Kurotsuchi makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The jonin may make 1 additional attack for every additional chakra point spent.

Stone Pillar Spears (8 Chakra). Ranged Spell Attack: +8 to hit, range 20 ft., five targets. Hit: 9 (2d6 + 2) magical piercing damage.

Fissure (3 Chakra). Every creature in a 30 ft. x 10 ft. line must make a DC 16 Dexterity saving throw. On a failure, they fall into a 50 ft. deep fissure created along the line. A creature in the fissure can try to climb out by making a DC 17 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn, it closes. A creature still in the fissure takes 13 (3d6 + 2) force damage and is pushed to the top.

Rock Shelter (15 Chakra). The jonin creates a wall of earth that covers half of a 15 foot radius around them. The wall provides total cover and has 100 hit points. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning 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.

Water Bullet (10 Chakra). Ranged Spell Attack: +8 to hit, 50 ft. line. Hit: 16 (3d8 + 2) magical bludgeoning damage + 7 (2d6) cold damage, and all targets must succeed a DC 16 Strength saving throw. On a failure, they fall prone and are pushed 10 feet away from Kurotsuchi.

Quicklime Congeal (4 Chakra). Ranged Spell Attack: +8 to hit, range 25 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage and the target becomes restrained for 1 minute. They may attempt a DC 16 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Kurotsuchi_Part_II.png Kurotsuchi_Part_III.png
Kurotsuchi as a jonin (above) and Tsuchikage (below), Source [[1][2]].

Born the granddaughter of the Third Tsuchikage, Kurotsuchi fought in the Fourth Shinobi World War as a jonin from the Hidden Stone Village. Training under her grandfather's tutelage, she picked up a variety of useful techniques. After the war concluded, she was elected Fourth Tsuchikage both for her great strength and calm, easy-going personality being exactly what the village and Allied Shinobi Forces needed as a leader in a time of greatly awaited peace.

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