Shino, Young (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.

Shino Aburame[edit]

Medium humanoid (Aburame), chaotic good

Armor Class 16 (Natural Armor)
Hit Points 38 (7d8 + 7)
Speed 50 ft.

12 (+1) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 8 (-1)

Saving Throws Dex +6, Int +6
Skills Acrobatics +6, Arcana +6, Investigation +6, Sleight of Hand +6, Stealth +6
Senses passive Perception 11
Languages Common
Challenge 7 (2,900 XP)

Chakra. Shino has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Shino 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. Shino can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Hive Body. When Shino casts a jutsu, he may cast it from his space or any of his swarms' spaces. Shino's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Shino takes the Attack action, they may make attacks as well. These attacks count as Shino's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to Shino's jutsu save DC (14). Their bites count as unarmed strikes for all of Shino's features and jutsu except his unarmed strike damage die. Additionally, Shino may communicate telepathically with his swarms.


Multiattack. Shino can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shino 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.

Floating Bugs (3 Chakra). As a bonus action, Shino may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute.

Create Swarm (2+ Chakra). As an action or bonus action, Shino creates one swarm of kikaichu anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 3 hit points (8 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.

Destroy Swarm. One swarm Shino created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Split Swarm. As a bonus action, Shino splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action.

Insect Repellant (15 Chakra). While Shino has no swarms created, he loses the ability to create insects, but his chakra cannot be sensed, he gains advantage on Stealth checks, and his movement speed increases by +15 feet (55 total) for 1 minute. Shino may end this jutsu early as an action.-->

Insect Clone Technique (2 Chakra). As a bonus action, one of Shino's swarms can not be distinguished from Shino in any way other than its size category, even magically, without destroying it. As a reaction for 4 chakra when the swarm drops to 0 hit points, Shino may form another swarm with half as many hit points under the effects of this jutsu anywhere within 15 ft. of the original.

Secret Technique: Insect Jar Technique (8 Chakra). As an action or a reaction to being targeted by an effect, Shino creates a 15 foot radius dome of insects. Each dome the same AC and hit points as one of his Small swarms. Nothing can pass through this sphere without him allowing it to. Creatures that attempt to must attempt a DC 14 Strength saving throw, taking 7 (1d8 + 3) slashing damage, not passing through the sphere, and being unable to attempt to cross the sphere until the beginning of their next turn on a failure. Area of effects from outside of the sphere do not target creatures inside the sphere, and area of effects from inside the sphere do not target creatures outside the sphere. Creatures within the dome when it drops to 0 hit points are not targeted by the affect that did so.

Secret Technique: Insect Gathering (9 Chakra). Shino becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of him, as well as any other time-relevant unusual happenings.

Insect Pillar (3 Chakra). As a bonus action, one of Shino's swarms extends its size upwards a number of feet equal to its flying speed until the end of Shino's turn, forcing all targets within its space to make a DC 14 Strength saving throw. On a failure, they take the swarm's bite attack damage. On a success, they take half as much damage.

Transformation (1+ Chakra). Shino 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 he can not recreate a magical effect. Creatures must make a DC 14 Investigation check to 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.

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

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shino 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.


Substitution (3+ Chakra). When Shino is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Shino can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


The biological son of the reputed head of the Aburame clan, Shibi Aburame, Shino grew up alongside his adopted brother Torune, becoming close friends despite only being distantly related. When Shino was approached by Danzo Shimura to become a new member of his secret organization Root, Torune took the fall instead, not wanting his younger brother to live the kind of life a Root operative lives. Shortly after in Iruka Umino's Academy class, Shino's deductive, straight-forward nature left him at odds with Kiba Inuzuka, and was among the few to see potential in Shikamar, despite how much of a slacker he was. Being placed alongside Kiba and Hinata Hyuga on Team Kurenai, he would have among the easiest times out of any shinobi in the first round of the Chunin Exams, using his insects to gather information. In the Forest of Death, he was the only member of his team to not be distressed to see Gaara brutally murder a team of Rain shinobi. In the preliminaries of round three, he was paired against a one-armed Zaku, courtesy of Sasuke. While on-par with the boy in terms of taijutsu, he was outclassed in ninjutsu due to his sound jutsu. Using his bugs, he surrounded Zaku before filling his arms with even more bugs, ultimately severing one arm and breaking the other. In the finals, Shino was set to fight Kankuro, but the Sand shinobi forfeited before their match began. However, when the Konoha Crush began shortly after and Kankuro fled to cause greater problems elsewhere, Shino took it upon himself to stop him. While at an intel disadvantage at first, he was able to quickly disable Karasu and exhaust Kankuro's chakra supply, but not before inhaling a deadly amount of poison. However, before it could take effect, he was saved by his father. Shortly after, when Sasuke defected, Shino was certain that had he been able to help instead of being on a mission with his father, the mission would have been a success. Certain he wouldn't miss this chance again, he dedicated himself to improving not only his own skills, but his teamwork as well by the next time he would be needed.

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