Swarm of Shinobi Insects (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.

Swarm of Insects[edit]

Medium swarm of Tiny beasts, unaligned


Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages
Challenge 1/2 (100 XP)


Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Chakra. The swarm has 4 chakra points which he can expend. All chakra points are regained at the end of a long rest. It may transfer its chakra to any willing creature it is occupying the space of, and the creature may transfer their own chakra to them.

ACTIONS

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Poison Cloud (4 Chakra). One creature that the swarm is occupying the space of must succeed a DC 15 Constitution saving throw or become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success


Variant: Insect Swarms Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.

Swarm of Bikochu. The swarm has a truesight of 30 ft.

Swarm of Kidaichu. While occupying another creature's space, they may spend their action burrowing into the creature's body. After doing this 8 times on a single creature, they must succeed a DC 15 Constitution saving throw or take 18 (4d6) force damage and become incapacitated for 1 minute, and a giant kidaichi explodes from their body and lands in an open space within 5 ft. of them that is allied with the swarm. They may retry this saving throw at the end of each of their turns, no longer being incapacitated on a success.

Swarm of Kikaichu. On a successful hit with its bites attack, the swarm's target must succeed a DC 15 Constitution saving throw or lose 5 (2d4) chakra points, and the swarm gains an equal amount. This chakra can extend beyond the swarm's maximum, and are lost at the end of a long rest.

Swarm of Kochu. When a creature fails the saving throw against the effects of Poison Cloud, they are paralyzed as well.

Swarm of Rinkaichu. The swarm's bites attack has +5 total to hit, deals necrotic damage instead of piercing, and does not decrease in damage while at half or lower hit points.

Swarm of Shokaichu. The swarm can sense chakra and magical effects within 60 feet of it, does not have a flying speed, and have a burrowing speed of 60 ft.

Swarm of Bees. The swarm's bites attack deals poison damage, and Poison Cloud can be used on the same action as a bites attack.


Bik%C5%8Dch%C5%AB.png Kidaich%C5%AB_Mushikui.png Kikaich%C5%AB.png Venomous_Beetle_Technique.png Muta_with_shokaichu.png
The varieties of shinobi insects as listed to the left, Sources [[1][2][3][4][5]].

Primarily used by the Aburame clan, and almost exclusively inside the Hidden Leaf Village, shinobi insects are specially breaded to enhance the ability of human shinobi, often granting them their own unique and powerful chakra-based abilities.



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