Amachi (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.

Amachi[edit]

Medium humanoid (human), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 78 (12d8 + 24)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 9 (-1)

Saving Throws Int +7, Wis +5
Skills Acrobatics +7, Arcana +7, Investigation +7, Medicine +5, Perception +5
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)


Chakra. Amachi has 36 black chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Amachi can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Amachi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Second State. Amachi gains the following:

  • Amachi loses 4 chakra points at the end of each of his turns.
  • Amachi's Dexterity increases by 2 to a maximum of 26, and thus any non-jutsu attacks and his AC are increased by +1.
  • Amachi gains a swimming speed of 100 ft.
  • Amachi may spend 1 chakra when he makes an unarmed strike to grant it range equal to his movement speed.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Amachi can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Amachi becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that he is transformed. If the creature saw him performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Amachi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Summoning Jutsu (20 Chakra). Amachi summons an Umibozu anywhere within 5 ft. of him.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 17 Dexterity saving throw. On a failure, they take 25 (3d12 + 5) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.


Amachi.png
[Source]

Once a genin of the Hidden Leaf Village by the name Machiya, he was chosen by Orochimaru for his team alongside Anko and Saburo. Deathly serious at the time, his interactions with his team and leader gradually drew him out of his shell, blossoming into a well-rounded medical nin, though his brand of medicine was far less chakra-based than average. With his medical mindset, he was chosen to learn of Orochimaru's human experimentation first, jumping at the chance to make real breakthroughs in ninja science. Entrenched in the same inhumanity, when Orochimaru's experiments were discovered, Machiya defected as well, taking up the pseudonym Amachi.

Continuing his experiments, he dedicated his life's work to creating the perfect aquatic shinobi, working with Orochimaru's work in progress Cursed Mark as a basis to create the Kaima. Kidnapping civilians from the Land of the Sea to experiment, he only created a single surviving bearer of his Kaima, Isaribi, whom he used to kidnap further civilians, and attack and loot ships. As his obsession with his Kaima grew, Orochimaru's Cursed Mark development grew as well, with his master growing tired of his seemingly impossible research. Replacing Amachi's guards with Yoroi and Misumi and massively cutting down on his budget, Orochimaru abandoned the Kaima project in favor of greener pastures. Resenting his master for abandoning his dream, he continued development to create a weapon possible of getting revenge. Perfecting his Kaima to a point, he implanted it within himself before a team of Leaf Shinobi came to investigate the attacks he ordered. After a long fight and losing his underlings and most of his chakra, he was captured and imprisoned.


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