Akatsuchi (Shinobi World Supplement)
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Medium humanoid (Human), lawful neutral
Chakra. Akatsuchi has 42 chakra points which she can expend. All chakra points are regained at the end of a long rest.
Evasion. When Akatsuchi is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.
Ninja Speed. Akatsuchi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. Akatsuchi makes 3 attacks with her unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.
Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Akatsuchi may make 1 additional attack for every additional chakra point spent. Akatsuchi may spend up to 3 chakra when she take this action, making one additional attack per chakra point spent. Each additional kunai deals 2 (1d3 + 1) piercing damage on a hit.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Akatsuchi can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.
Transformation (1+ Chakra). Akatsuchi becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that she is transformed. If the creature saw her 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). Akatsuchi's movement speed doubles, and her movement does not provoke attacks of opportunity.
Fissure (3 Chakra). Akatsuchi creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 19 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 19 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 16 (3d6 + 5) force damage and is pushed to the top.
Stone Pillar Spears (8 Chakra). Akatsuchi creates five stone pillars within 20 ft. of them. The pillars are 5 ft. cylinders that protrude 30 ft. out of the ground and pass through obstacles to reach the target. The target of each pillar must make a DC 17 Dexterity saving throw or take 20 (2d6 + 3) magical piercing damage for each pillar that hits it.
Rock Weapon (3 Chakra). Akatsuchi's attacks deal an additional 4 (1d4 + 2) magical bludgeoning damage.
Super Fist Rock Technique (7 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) magical bludgeoning damage, 9 (2d8) force damage, and they are knocked prone.
Earth Golem (7 Chakra). Onoki creates an earth golem anywhere within 10 feet of him.
Headhunter (6 Chakra). Akatsuchi gains a burrowing speed equal to her movement speed +5 feet until the beginning of her next turn. If she hits a creature with an unarmed strike while burrowing, she may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 19 Strength saving throw at the end of each of their turns, ending this effect early in a success.
Rock Shelter (15 Chakra). Akatsuchi creates a hemisphere of earth with a radius of 15 feet. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 9 (2d6 + 2) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.
Gravel (5 Chakra). One creature within 30 ft. must attempt a DC 19 Dexterity saving throw. On a failure, they take 9 (1d8 + 5) magical piercing damage and become restrained by a stone pyramid. On a success, they take half as much damage. The pyramid has 25 hit points, freeing the target if it drops to 0 hit points. As a bonus action for 1 chakra, Akatsuchi may force the target to attempt a DC 19 Strength saving throw. On a failure, they take 9 (1d8 + 5) magical bludgeoning damage. The creature may attempt a DC 19 Strength saving throw as an action, ending this effect on a success.
Bedrock Coffin (25 Chakra). One creature within 30 ft. must attempt a DC 19 Dexterity saving throw. On a failure, they take 44 (8d8 + 5) magical bludgeoning damage and become restrained by a stone coffin. While restrained in this way, the target has total cover. The coffin has 100 hit points, freeing the target if it drops to 0 hit points. The creature can also escape by making a DC 32 An ability score was not entered for this template! check.
Substitution (3+ Chakra). When Akatsuchi is hit by an attack and would take damage, she decreases the damage by 22 (1d10 + 17) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Akatsuchi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
A hero of the Hidden Stone Village following his service in the Third Shinobi World War, Akatsuchi's history and power is heavily contrasted by his childish personality. However, in the heat of battle, he becomes as serious as any other shinobi, and he puts his village ahead of all else. Acting as the Third Tsuchikage's bodyguard alongside Kurotsuchi during the Five Kage Summit. Continuing this job during the Fourth Shinobi World War, after the appearance of Madara Uchiha, the two parted ways, with Akatsuchi backing up the Short-Range Attack Division of the Allied Shinobi Forces' fight against the White Zetsu Army.