Kyoho (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.

Kyoho Fuefuki[edit]

Medium humanoid (Fuefuki), chaotic evil


Armor Class 17 (Natural Armor)
Hit Points 39 (6d8 + 12)
Speed 45 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 12 (+1) 13 (+1) 10 (+0)

Saving Throws Str +7, Con +5
Skills Athletics +7, History +4, Intimidation +3, Survival +4
Senses passive Perception 11
Languages Common
Challenge 6 (2,300 XP)


Chakra. Kyoho has 14 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Disfigured. Kyoho has disadvantage on any d20 rolls he would add his Charisma modifier to.

Ninja Speed. Kyoho can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Silent Killing. Once per turn when Kyoho has advantage on any one weapon attack roll that uses Dexterity or Strength, he may deal an additional 3 (1d6) damage.

ACTIONS

Multiattack. Kyoho can make 2 unarmed strike or Kabutowari attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Kabutowari. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 7) magical slashing or bludgeoning damage.

Helmsplitter. As a bonus action after a hit with Kabutowari, the target must attempt a DC 12 Strength saving throw. On a failure, its AC is reduced by -2 to a maximum penalty of -6 per each creature, reducing by 2 at the end of a long rest. Whenever a creature can spend hit dice to regain hit points, they may spend up to 2 hit dice to reducing this penalty by a number equal to the number of dice spent.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. Kyoho may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) slashing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kyoho 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). Kyoho becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 12 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, he automatically succeeds. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Kyoho's movement speed doubles, and his movement does not provoke attacks of opportunity.

Hammer of the Hidden Mist (9 Chakra). Melee Weapon Attack: +10 to hit, 10 ft. radius. Hit: 6 (1d8 + 7 / 2) magical slashing or bludgeoning damage and they are knocked prone.

Basic Clone (3 Chakra). Any creature that can see Kyoho must attempt a DC 12 Intelligence saving throw. On a failure, attacks against him have disadvantage, and Kyoho has advantage on any saving throws the creature forces him to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. Kyoho must spend 1 chakra at the end of each of his turns to maintain this effect.

Water Gun (1 Chakra). Ranged Spell Attack: +4 to hit, range 20 ft., one target. Hit: 5 (1d8 + 1) magical piercing damage.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Kyoho is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained.

REACTIONS

Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 5) 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. The genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hassaku_%26_Kyoh%C5%8D.png
Kyoho (left) and Hassaku (right), [Source].

A descended of one of the Hidden Mist Village's heroes during the time of the Bloody Mist, Kyoho despises the Fifth and especially the Sixth Mizukage's destruction and erasure of their country's brutal past. Joining Shizuma Hoshigaki long before his revolution, he was eventually gifted Kabutowari when his gang broke into the Hidden Mist's weapons vault. Attacking the Hidden Mist Memorial Stone as their first target, they were stopped by Boruto, Sarada, and Chojuro. As Buntan, Kagura, and Shizuma took on the genin, with Ichirota being taken out by a new threat secretly, Kyoho, Hebiichigo, and Hassaku took on the Mizukage, who used only a mundane sword. Despite their equipment advantage, they were quickly defeated. In the aftermath, the New Seven Swordsmen were hauled off to prison for rehabilitation, rather than a life sentance.


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