Kurotsuchi (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.

Kurotsuchi[edit]

Medium humanoid (Human), lawful neutral


Armor Class 18 (natural armor)
Hit Points 99 (18d8 + 18)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 13 (+1)

Saving Throws Dex +8, Int +9, Wis +6
Skills Acrobatics +8, Arcana +9, Deception +6, History +9, Perception +6, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Kurotsuchi has 43 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kurotsuchi is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Kurotsuchi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Kurotsuchi makes 3 attacks with her unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Kurotsuchi may make 1 additional attack for every additional chakra point spent. Kurotsuchi may spend up to 3 chakra when she take this action, making one additional attack per chakra point spent. Each additional kunai deals 2 (1d3 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kurotsuchi can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Rope Escape (6 Chakra). When Kurotsuchi attempts a d20 roll to attempt to remove an object from her person, including escaping the restrained condition from a physical restraint, she automatically rolls a 20.

Transformation (1+ Chakra). Kurotsuchi becomes identical to a person, creature or non-magical object she has 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 17 Investigation check realize that she is transformed. If the creature saw her 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). Kurotsuchi's movement speed doubles, and her movement does not provoke attacks of opportunity.

Lightweight Boulder (2+ Chakra). As a bonus action, Kurotsuchi can divide one object's weight by the amount of chakra spent. Kurotsuchi may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed

Fissure (3 Chakra). Kurotsuchi creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 17 Dexterity saving throw. On a failure, it falls into the fissure. 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 15 (3d6 + 4) force damage and is pushed to the top.

Rock-Tatami (5 Chakra). Kurotsuchi creates a rock mat that fills a 5 ft. square area. As a bonus action during the next 5 minutes, she may force any creature to attempt a DC 17 Strength saving throw. On a failure, they become prone or move up to 10 ft. in a direction of her choice including straight up (unless they are larger than Large), and take 6 (1d4 + 4) magical bludgeoning damage. On a success, they take half as much damage. If they are moved, the mat moves as well, and stays there until you move it again or this jutsu ends.

Stone Pillar Spears (8 Chakra). Kurotsuchi creates five stone pillars within 20 ft. of them. The pillars are 5 ft. cylinders that protrude 30 ft. out of the ground and pass through obstacles to reach the target. The target of each pillar must make a DC 17 Dexterity saving throw or take 11 (2d6 + 4) magical piercing damage for each pillar that hits it.

Rock Weapon (3 Chakra). Kurotsuchi's attacks deal an additional 2 (1d4) magical bludgeoning damage.

Super Fist Rock Technique (10 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) magical bludgeoning damage, 9 (2d8) force damage, and they are knocked prone.

Headhunter (6 Chakra). Kurotsuchi gains a burrowing speed equal to her movement speed +5 feet until the beginning of her next turn. If she hits a creature with an unarmed strike while burrowing, she may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 17 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Rock Shelter (15 Chakra). Kurotsuchi creates a hemisphere of earth with a radius of 15 feet. 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.

Water Bullet (2+ Chakra). Every creature within a 30 ft. line must succeed a DC 17 Dexterity saving throw. On a failure, they take 6 (1d4 + 4) bludgeoning damage. On a success, they take half as much damage. Kurotsuchi may increase this damage by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spend separate from the damage increase.

Quicklime Congeal (4 Chakra). Ranged Spell Attack: +9 to hit, range 25 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage and the target becomes restrained for 1 minute. They may attempt a DC 17 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Ash Stone Seal (11 Chakra). One instance of Quicklime Congeal gains a +2 bonus to its DC and must be concentrated on. Kurotsuchi may grant the target disadvantage on the Strength saving throw to escape the jutsu as a reaction for 2 chakra.

REACTIONS

Substitution (3+ Chakra). When Kurotsuchi is hit by an attack and would take damage, she decreases the damage by 21 (1d10 + 16) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Kurotsuchi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kurotsuchi_Online.png
[Source].

The granddaughter of the Third Tsuchikage, Kurotsuchi's easy-going, trusting personality stands in heavy contrast to many of her comrades in the Hidden Stone Village, though like them she always put her village first, particularly after witnessing one of Deidara's attacks in her early life. Acting as her grandfather's bodyguard alongside Akatsuchi during the Five Kage Summit, being placed on the Short-Range Attack Division of the Allied Shinobi Forces as a result, where she fought the majority of the White Zetsu Army

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 long-awaited peace.



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