Nine-Tailed Clone (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.

Nine-Tailed Clone[edit]

Medium humanoid (Uzumaki), chaotic evil


Armor Class 19 (Natural Armor)
Hit Points 165 (22d8 + 66)
Speed 60 ft. (70 ft. in Initial Release, 80 ft. in Tailed Release)


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 11 (+0)

Saving Throws Con +9, Cha +6
Skills Acrobatics +9, Arcana +9, Intimidation +6, Stealth +9
Senses passive Perception 12
Languages Common
Challenge 20 (25,000 XP)


Chakra. The clone has 70 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Red Chakra. Some of the clone's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. If he is in Tailed Beast Mode or Nine-Tailed Mode, the DC becomes 18. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. The clone makes 3 attacks with its unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Naruto may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Hidden Chakra. When the clone has less than half his maximum chakra, he gains 20 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, the clone enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu he knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • The clone's movement speed increases by +10 ft.
  • At the start of each of his turns, the clone regains 3 hit points.
  • The clone gains +5 ft. of reach. He may forgo this bonus at the beginning of his turn to gain 20 temporary hit points.
  • The clone gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if the clone chooses to do so as an action, or if he is knocked unconscious.
  • The clone loses 1 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, the clone gains the following:

  • The clone's unarmed strikes deal an additional 2 (1d4) slashing damage.
  • The clone's movement speed increase by 15 feet (20 ft. total).
  • The clone regains an additional 3 hit points at the beginning of each of his turns (6 total).
  • The clone can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • The clone loses 2 chakra and gains 4 red chakra at the end of each of his turns.

Nine-Tailed Mode. While in Tailed Release, the clone gains the following:

  • The clone gains a damage reduction of 5.
  • The clone may gift a creature he can touch up to 3 chakra or red chakra as a bonus action.
  • The clone sheds bright light for 10 feet and dim light for another 10 feet.
  • The clone gains 1 additional use of Hidden Chakra. This is only granted on his first use of this feature, regaining this use at the end of a long rest.
  • The clone may create up to 9 hands for an equal number of chakra points that last until the end of this feature.
  • The clone loses 3 chakra and gains 6 red chakra at the end of each of his turns.

Tailed Beast Mode. As a full turn action, the clone becomes identical to Kurama, keeping his actions, features, and total percentage of hit points and chakra points. He loses 3 chakra and gains 6 red chakra at the end of each of his turns.

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. The clone can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. The clone may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from the clone must succeed a DC 18 Dexterity saving throw. On a failure, they take 63 (10d10 + 4) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores Evasion.

Basic Taijutsu Technique (3 Chakra). As a bonus action, the clone makes two unarmed strikes

Leaf Gust (8 Chakra). The clone makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of the clone's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the clone gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If the clone casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, the clone's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage. The clone may fly up to 30 feet before making this attack.

REACTIONS

Tailed Beast Shockwave (8+ Chakra). When the clone is targeted by a ranged attack, the attack misses and each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. The clone can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 24 chakra is spent, the ground and buildings within range take double damage.

Naruto_clone_true_form.png
[Source]

Created by Kabuto out of Naruto and Orochimaru's cells and the Nine-Tails's chakra to be a weapon in the Fourth Shinobi World War, the Nine-Tailed Clone resembles a much younger Naruto permanently embroiled in his teen-aged Tailed Release. Being among the strongest pseudo-jinchuriki, his strength is at the very least comparable to that of his natural counterpart. With enough Tailed Beast chakra to regularly manifest nine tails, his animalistic nature should come to no surprise, though when exhausted he can occasionally be reasoned with. Only knowing the purpose he was created for, he is obsessed with Naruto and Kurama, feeling a combination of jealousy, admiration, and hatred toward them. Upon absorbing the Ama no Hoko, an ancient power source, he fully lost himself to power, entering an uncontrollable monstrous, reptilian form.


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