Mist Hunter-Nin (5e Creature)

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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.

Hidden Mist Village Jonin[edit]

Small humanoid (Human), any alignments

Armor Class 18 (Natural Armor)
Hit Points 55 (10d6 + 20)
Speed 45 ft.

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

Saving Throws Dexterity +9
Skills Stealth +14, Perception +12
Senses passive Perception 22
Languages Common
Challenge 13 (10,000 XP)

Chakra. The hunter-nin has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.


Multiattack. The hunter-nin makes three water chain attacks.

Water Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) cold damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The hunter-nin may make 1 additional attack for every additional chakra point spent.

Water Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Prison (4 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 9 (1d10 + 4) magical bludgeoning damage and become restrained for 1 minute (concentration). At the end of each of its turns, the target can attempt a DC 17 Strength saving throw. On a success, the target is no longer restrained.

Water Shark Bomb (10 Chakra). Ranged Spell Attack: +9 to hit, 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning plus 7 (2d6) cold damage and must make a DC 17 Strength saving throw or be pushed back 10 feet and fall prone.

Water Gun: Two Gun Style (12 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., two targets. Hit: 6 (2d6 + 4) magical piercing damage and 6 (1d12) cold damage.

Super Shark Bomb (28 Chakra). All creatures in a 10 ft. x 150 ft. line must make a DC 17 Strength saving throw. On a failure, the targets take 33 (6d8 + 4) cold damage and 11 (3d6) magical bludgeoning damage and falls prone, moving to the end of the line. On a success, they only take half as much damage.

A team of hunter-nin, Source [[1]].

The absolute elite of the Hidden Mist Village's Anbu, the Hunter-Nin Corpse, otherwise known as the Corpse Processing Team, are most often deployed alone to take down dangerous rogue-nin who could potentially leak the village's political, educational, or scientific secrets to other villages, though teams as big as four are known to appear in cases of extremely valuable and dangerous rogue-nin such as jinchuriki.

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