Sakon/Ukon (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.

Sakon/Ukon[edit]

Medium humanoid (Kon), lawful evil


Armor Class 19 (Natural Armor)
Hit Points 45 (13d8 - 13)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 8 (-1) 16 (+3) 12 (+1) 8 (-1)

Saving Throws Con +3, Cha +3
Skills Acrobatics +9, Sleight of Hand +9, Stealth +9, Survival +5
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Chakra. Sakon/Ukon has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Sakon/Ukon is targeted by an area effect that lets him make a Intelligence or Wisdom 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. Sakon/Ukon can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Black Chakra. Some of Sakon/Ukon's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Sakon/Ukon can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Sakon/Ukon has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

Kon Clan. While touching a willing creature, Sakon/Ukon may enter their body. His movement speed drops to 0 and he occupies their space. When either he or his host gains a condition, they both do, and when either would take damage, he may choose if he or his host takes damage. When he and his host are targeted by a saving throw, he may choose if he or his host makes the saving throw. When he is targeted by an attack, he use his host's AC, and he may spend 2 chakra to grant the attack disadvantage.

ACTIONS

Multiattack. Sakon/Ukon makes 3 attacks with his unarmed strike or kunai attacks.

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

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Sakon/Ukon 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.

Cursed Mark. As a bonus action, Sakon/Ukon gains the following until he ends this effect as an action:

  • Sakon/Ukon's maximum hit points are decreased by 3 (1d4 + 1) at the end of each of his turns, and he gains an equal number of black chakra. Sakon/Ukon's hit point maximum returns to normal at the end of a long rest.
  • Sakon/Ukon's Intelligence increases by 2 to a maximum of 24, and thus any jutsu attack and damage rolls and DCs are increased by +1.

Second Stage. While Cursed Mark is active, Sakon/Ukon gains the following:

  • Sakon/Ukon's maximum hit points are decreased by a total of 5 (1d4 + 3) at the end of each of his turns, and he gains an equal number of black chakra. Sakon/Ukon's hit point maximum returns to normal at the end of a long rest.
  • Sakon/Ukon's Dexterity increases by 2 to a maximum of 26, and thus any non-jutsu attack and damage rolls and his AC are increased by +1.
  • If an attack hits Sakon/Ukon or if he fails a saving throw by 2 or less and would take damage, he takes half as much damage.

Parasite Demon Demolition Technique (20 Chakra). One creature within 5 feet must make a DC 15 Dexterity saving throw. On a failure, he invades their body. While he is in their body, he can do nothing or use his action to leave their body. He takes an equal amount of damage as they do. Once per turn, Sakon/Ukon can grant the creature disadvantage on any one d20 roll. If they become subject to greater restoration, he automatically leaves their body. If he remains inside their body for more than 1 hour, they die instantly.

Multiple Fists Barrage (1 Chakra). When a creature Sakon/Ukon is occupying makes an unarmed strike, he reduces the number of attacks he can make with the attack action on his next turn by 1 to grant the attack advantage or add 8 (3d4) to the attack's damage. After using this jutsu, he can not use his action on your next turn in any way other than taking the Attack action.

Multiple Legs Barrage (1 Chakra). When a creature Sakon/Ukon is occupying makes an unarmed strike, he reduces the number of attacks he can make with the attack action on his next turn by 1 to cause the target to be moved 5 ft. in a direction of his choice at the end of his host's turn. After using this jutsu, he can not use his action on your next turn in any way other than taking the Attack action.

Four Black Fogs (40 Chakra). Sakon/Ukon and up to three other creatures target a willing creature with the Cursed Seal feature and a small barrel within 15 feet. Each creature may contribute any amount of chakra so long as the total amount contributed equals its cost. After 24 hours, they gain the Second Stage feature. If they are released from the barrel before then or if the barrel is destroyed, they die instantly.

Transportation Jutsu Formula: Underworld Turnover (20 Chakra). Sakon/Ukon creates a 20 ft. radius eyeball-like sphere around himself. All creatures inside the sphere become unconscious until they are targeted by the basic Yin Style technique. If a creature spends 1 hour unconcious within the sphere, they die instantly. 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.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Sakon/Ukon 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.

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

Transformation (1+ Chakra). Sakon/Ukon becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). 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 11 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Combined Transformation (10 Chakra). When Sakon/Ukon casts Transformation while touching a willing creature, he and the creature become a single creature or object. They become are a creature, he may choose either creature's size category to be the combined creature's, and the combined creature has the best of either creature's features, proficiencies, and proficiency bonus. The combined creature acts on Sakon/Ukon's turn, and any damage it takes is dealt to whichever component creature has the highest hit points. Using this jutsu decreases the transformation from a number of hours to an equal number of minutes.

Explosive Seal (1+ Chakra). Sakon/Ukon creates an explosive seal on one surface he can touch.

Summoning Jutsu (10 Chakra). Sakon/Ukon summons a Rashōmon within 5 ft. of him.

REACTIONS

Substitution (3+ Chakra). When Sakon/Ukon is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Sakon/Ukon can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Multi-Leg Hurricane (8 Chakra). When Sakon/Ukon is targeted by a ranged attack, any creatures in a 10 ft. radius must make a DC 15 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 15 Dexterity saving throw or take 7 (1d8 + 3) magical bludgeoning damage. Ranged attacks that must pass within the sphere have disadvantage, and Sakon/Ukon gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Sakon/Ukon's next turn.

Full_Sakon.png
[Source].

A member of Orochimaru's elite squad, the Sound Four, the twins Sakon and Ukon earned their position and freedom from the Sound Village's vast prison/experimentation system by slaughtering his fellow prisoners in massive battles organized for Orochimaru's research. While these deathmatches typically only allow for one survivor, the nature of their abilities allowed be considered a single survivor. While Sakon became a sadistic, proud individual, Ukon acted as his support, becoming easily exhausted and quick to anger, all of which are as enhanced by the Cursed Mark's intoxicating chakra as their abilities. Like most of the Sound Four, Sakon and Ukon were born with a rare kekkei genkai, in their case the ability to combine their biology with another's. The strongest of the Sound Four, Sakon became the group's leader when Kimimaro, leader of the Sound Five, fell deathly ill.

During his mission to bring Sasuke to Orochimaru, he was left behind to delay his Hidden Leaf Village pursuers after the failure of the rest of his team, passing off Sasuke's coffin to his nearly dead leader when Kiba and Akamaru stopped them in their path. The two easily overpowered their opponent, but became incensed by the hunt when Kiba barely escaped via a nearby river instead of reconvening to support Kimimaro. As the two separated, Sakon found the two first, but was quickly countered by Kankuro's mechanical abilities. Capturing Ukon shortly after, the two were killed in a single strike.

During the Fourth Shinobi World War, the Sound Four were resurrected by Kabuto to do battle with the ones that killed them. While stalemated at best against Kiba, their ability to now use Underworld Turnover without drawback thanks to their immortal bodies quickly turned the tide, though Shikamaru quickly pulled together a strategy to draw Naruto to their location using their enhanced hatred, leading to their almost immediate sealing.


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