Urashiki, Transformed (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.

Urashiki Otsutsuki[edit]

Medium humanoid (Otsutsuki), lawful neutral


Armor Class 30 (Natural Armor)
Hit Points 323 (34d8 + 170)
Speed 115 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 20 (+5) 20 (+5) 10 (+0) 10 (+0)

Saving Throws Str +9, Dex +14
Skills Arcana +14, History +14, Intimidation +9, Perception +14
Senses passive Perception 24
Languages Common
Challenge 30 (155,000 XP)


Chakra. Urashiki has 75 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Urashiki has 100 additional chakra points which he can expend. He can regain 50 of these chakra points as a bonus action for 5 chakra not granted by this feature.

Evasion/Endurance. When Urashiki is targeted by an area effect that lets him make a Dexterity or Constitution 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. Urashiki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Otsutsuki Speed. Urashiki has advantage on Dexterity saving throws.

Byakugan. Urashiki can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block his Chakra Sense.

Chakra Sense. When Urashiki takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.

Dying Breath. At the beginning of each of Urashiki's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

ACTIONS

Multiattack. Urashiki can make 3 unarmed strike or Amanohabaya battleaxe attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (6d4 + 8) magical bludgeoning damage.

Amanohabaya Battleaxe. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage.

Amanohabaya. Momoshiki creates up to 3 weapons. They have +2 to attack and damage rolls, and they deal force damage. If he makes more than 3 weapons, any earlier weapons are destroyed.

Otsutsuki Flight (4 Chakra). As a free action, Urashiki gains a flying speed equal to his movement speed. Urashiki must spend 1 chakra at the end of each of his turns to maintain this effect.

Natural Chakra Suppression. As a free action, Urashiki can not be sensed by chakra sense, but he can not cast jutsu, though he can maintain them, for 1 minute (concentration).

Palm Bottom (1+ Chakra). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 21 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Urashiki's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack, the target must succeed a DC 21 Constitution saving throw or be stunned until the end of Urashiki's next turn.

Amenosubaruboshinomikoto. Ranged Spell Attack: +17 to hit, range 45 ft., twelve targets. Hit: 12 (1d8 + 8) force damage.

Amenosubaruboshinomikoto: Gyokkō (24 Chakra). All creatures in a 25 foot cone must succeed a DC 22 Constitution saving throw or take 62 (12d8 + 8) force damage.

Amenosubaruboshinomikoto: Ryūgū (24 Chakra). Every creature in a 20 ft. radius within 45 feet of Urashiki must succeed a DC 22 Constitution saving throw or take 62 (12d8 + 8) force damage. On a success, they take half as much damage.

Black Receiver (10 Chakra, 1 Black Receiver). Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 11 (1d6 + 8) magical piercing damage. Urashiki may spend 1 chakra to deal an additional 3 (1d6) damage up to the difference between the attack roll and the target's AC (maximum 9). The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by Urashiki.

Rod Heat. As a bonus action, one creature with a black receiver embedded in them takes 10 (1d4 + 8) fire damage per receiver inside them, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.

Kaimon (25 Chakra). Urashiki creates a 5 foot wide swirling hole in space anywhere within 30 feet of him that lasts until the beginning of his next turn. Up to 18 creatures can travel through the Kaimon to any one precise location or creature in any dimension or plane of existence that he knows of his choice.

Chakra Edible Creation. Urashiki converts the body of a dead creature into a crimson, pill- to baseball-sized, heart-like fruit. After eating it, a creature regains a number of chakra equal to twice the creature's CR. Urashiki may divide one edible into multiple edibles.

REACTIONS

Origami Substitution (3+ Chakra). When Urashiki is hit by an attack and would take damage, he decreases the damage by 66 ((1d10 + 30) x 2) and teleports up to 30 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. Urashiki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Urashiki_Levitating.png
[Source]

Nearly defeated by the combined efforts of Sasuke, Boruto, Jiraiya, and Naruto, Urashiki needed to take drastic measures if he was to win. Ripping out his own Rinnegan and giving them life, if temporarily, and eating them, he was able to simulate a similar powerup to Momoshiki consuming Kinshiki, though even this level of strength was not enough to win.


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