Orochimaru (Shinobi World Supplement)

From D&D Wiki

Revision as of 10:48, 25 February 2021 by Ref3rence (talk | contribs)
Jump to: navigation, search

Orochimaru

Medium humanoid (Human), chaotic neutral


Armor Class 13 (Natural Armor)
Hit Points 143 (22d8 + 44)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 22 (+6) 17 (+3) 18 (+4)

Saving Throws Int +10, Wis +7
Skills Arcana +16, History +16, Persuasion +8, Perception +8, Insight +11
Damage Resistances Poison, Acid
Senses passive Perception 18
Languages Common
Challenge 16 (15,000 XP)


Sannin. Sannin have advantage on saving throws against being frightened.

Chakra. Orochimaru has 32 chakra points which he can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Multiattack. Orochimaru can make 2 attacks.

Sword of Kusanagi. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Genjutsu (7 Chakra). Orochimaru attempts to captivate the user’s mind with chakra. One creature within 15 feet must succeed a DC 16 Intelligence saving throw. On a failure, they are paralyzed. They may reattempt this saving throw at the end of each of their turns.

Apply Cursed Mark (14 Chakra). Orochimaru applies a seal to a single creature within 5 feet. They must succeed a DC 16 Constitution or Wisdom saving throw of be paralyzed for 1 minute. They may attempt this saving throw multiple times. At a DM’s behest, this can give a player the Cursed Mark feat. If a creature has the feat, Orochimaru can force a creature to use the feat without using an action and can use this at a range of 60 feet.


LEGENDARY ACTIONS

The Orochimaru can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Orochimaru regains spent legendary actions at the start of its turn.

Summoning Jutsu (3 actions, 1/day). Orochimaru summons Manda to a space within 15 feet of him, including directly under him.

Eight-Headed Serpent Jutsu (3 actions, 1/day). Orochimaru transforms into an eight headed serpent that uses the statistics of Manda for 1 minute. His hit points remain the same.

Writhe. One attack against Orochimaru gains disadvantage.

Sneak Attack. Orochimaru makes one ranged attack with the Sword of Kusanagi with advantage.

Substitution Jutsu (2 actions). When an attack is made against Orochimaru, he teleports to an open space within 15 feet. Movement in this manner does not incur attacks of opportunity.

Orochimaru%27s_Original_Attire.png Orochimaru%27s_Akatsuki_Attire.png

Orochimaru as a Sannin (above) and in his Akatsuki (below) garb, Sources [[1][2]].

Orochimaru is among the legendary Sannin, and as such is an incredibly powerful Shinobi. At a young age, he dedicated his life to mastering all jutsu. Declaring himself a rogue nin, he has little to no restraint, taking what he wants by force. While he was a member of the Akatsuki for a time, he left the group after they outlived their usefulness as allies and gained usefulness as research materials, especially Itachi Uchiha due to his Sharingan. He wields the legendary sword Kusanagi, which is capable of being controlled with a flick of his wrist.



Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: