Aburame Shinobi (5e Creature)
From D&D Wiki
Medium humanoid (Human), lawful neutral
Chakra. The Aburame has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Hive Body. The Aburame can store up to 3 friendly swarms of shinobi insects. Only one swarm may be outside of its body at a time, and those inside their body are considered unconcious until they use their action to change which swarm is outside of their body. They may also communicate telepathically with all of their swarms at the same time.
Evasion. When the Aburame is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.
Multiattack. The Aburame can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Combined Attack. As a bonus action after attacking a creature, the Aburame consumes the swarm outside their body's reaction to make them use one action against the same target.
Swarm Mold. As a bonus action, the Aburame reshapes their swarm, changing its size to either Large, Medium, or Small.
One of the influential minor shinobi clans in the Hidden Leaf Village, the Aburame clan uses their mastery of breading and controlling insects to become incredibly powerful shinobi. Shortly after birth, a swarm of shinobi insects is allowed to burrow into their body, ultimately forming a symbiotic relationship between them. The human feeds them their chakra in exchange for being able to control them unquestioningly, even if a greater chakra source is available. Due to being a literal hive of insects, they are easily distinguished by their large, covering attire and dark sunglasses, which they wear to hide as much of their tunnels as possible.