Ameyuri Ringo (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.

Ameyuri Ringo[edit]

Medium humanoid (Ringo), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 58 (13d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 18 (+4) 10 (+0) 12 (+1)

Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Arcana +9, Athletics +4, Deception +6, Intimidation +6, Perception +5, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Ameyuri has 33 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Ameyuri is targeted by an effect that allows her to make a Dexterity saving throw to take half damage on a success, she takes no damage on a success and half damage on a failure.

Afterglow. Once per turn when Ameyuri has advantage on any one attack roll, or if a creature has disadvantage on a saving throw she inflicts on them, she may deal an additional 11 (3d6) damage.

Terrifying. While frightened of Ameyuri by any means, creatures must attempt a DC 17 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Untraceable. Ameyuri can't be tracked by non-magical means unless she chooses to leave a trail.

Ninja Speed. Ameyuri can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Ameyuri can make 3 unarmed strike, Kiba, or kunai attacks.

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kiba. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) magical piercing damage. Ameyuri may make one attack with this weapon as a bonus action.

Kiba Blade Amplification (5 Chakra). As a bonus action, Kiba deal an extra 8 (2d6) lightning damage, and their reach increases by 5 feet for 1 hour. In addition, when Ameyuri casts a jutsu that requires use of Lightning Style, the range increases by 10 feet and it deals an additional 8 (2d6) lightning damage.

Kiba Jutsu Amplification (15 Chakra). As a bonus action when Ameyuri casts a jutsu that requires use of Lightning Style, she may double the jutsu's range or damage, grant a creature disadvantage against any 1 saving throw it incurs, or grant herself advantage on any 1 saving throw or attack roll it incurs.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Ameyuri may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Vanish (2 Chakra). As a bonus action while lightly obscured, Ameyuri becomes invisible. She remains invisible until she is no longer lightly obscured, takes the attack action, or casts a jutsu.

Killing Intent. Any creatures of Ameyuri's choice that can see or hear her must succeed a DC 17 Charisma saving throw or become frightened of her for 1 minute. Ameyuri may do this once, regaining all uses at the end of a long rest. Ameyuri may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Ameyuri is proficient with against a restrained creature, she deals maximum damage and an additional 1 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Ameyuri. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Ameyuri is proficient with.

Flying Revolving Sword (2 Chakra). When Ameyuri makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Ameyuri's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Ameyuri's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of her next turn.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Ameyuri gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If she casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Leaf Gust (8 Chakra). Ameyuri makes an unarmed strike against every creature within 5 ft..

Deadly Bite (1-4 Chakra). Ameyuri wields one light melee weapon in her mouth with no penalties. Ameyuri must spend 1 chakra at the beginning of each of her turns to maintain this effect. Ameyuri may increase this jutsu's use and maintenance cost by 1 to allow her to wield a non-light melee weapon, by 2 to allow her to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow her to wield a two-handed heavy melee weapon.

Lightning Blade Jutsu: Thunderbolt (4 Chakra). All creatures within a 10 foot radius must attempt a DC 18 Constitution saving throw, taking 10 (2d4 + 5) lightning damage and being pushed 10 ft. away from Ameyuri on a failure, or taking half as much damage on a success.

Lightning Fang (10 Chakra). All creatures in a 30 foot line must attempt a DC 18 Constitution saving throw. On failure, they take 12 (2d6 + 5) lightning damage, and their Intelligence and Dexterity scores are decreased by -2 until the end of their next turn. On success, they take half damage.

Thunder Gate (20 Chakra). At the beginning of Ameyuri's next turn, she rolls 2d20 five times. The first d20 represents how many 5 foot spaces to the right of the bottom left corner from your point of view of this jutsu's range a lightning bolt lands, and the send represents how many spaces up it lands. Every creature within a space a lightning bolt lands must attempt a DC 18 Constitution saving throw, taking 12 (2d6 + 5) lightning damage, or half as much on a success. Ameyuri may dictate the roll of 1d20 that was rolled to determine a lightning bolt's position for every 2 additional chakra points spent.

REACTIONS

Depth Charge (10 Chakra). As a reaction to being hit with a melee attack, the attacker must attempt a DC 18 Constitution saving throw, being thrown 20 feet from Ameyuri and taking 14 (2d8 + 5) lightning damage on a failure, or moving half as far and taking half as much damage on a success.

Substitution (3+ Chakra). When Ameyuri is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) and teleports up to 15 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. Ameyuri can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Ameyuri_ringo.png
Ameyuri Ringo resurrected by Edo Tensei, [Source].

The strongest Kiba wielder in the Hidden Mist Village's history, Ameyuri Ringo is a skilled, playful assassin. Reckless at the best of times, she refuses to let her "prey" survive, even if they flea into hostile territory. The only people she truly respects are those who she feels can match her skill, finding them her "type" and often leaving them to be her last combatant in a given fight. However, at a young age, she died of an incurable disease, causing her beloved twin blades to be inherited by Raiga Kurosuki.

Decades later, Kabuto would resurrect the strongest generation of the Seven Ninja Swordsmen of the Mist, including Ameyuri, Jinin Akebino, Zabuza Momochi, Mangetsu Hozuki, Fuguki Suikazan, Kushimaru Kuriarare, and Jinpachi Munashi. Concealed by Zabuza's Hidden Mist jutsu, she slaughtered numerous shinobi from the Allied Shinobi Forces' Short and Mid-Range Division, though following its dispelling at his defeat, she did not slow down her assault like many of her companions. Watching a squad of Cloud shinobi fleeing into the forest to acquire reinforcements, she gave chase, cutting down the squad's leader Yurui. After a short chase, Omoi turned to face her, tired of running. Impressed by his skill, she temporarily incapacitated him, moving on to kill his last teammates Nurui and Kayui before returning to finish the fight. After a drawn out battle, Omoi trapped both he and Ameyuri in a bottomless marsh by baiting her into setting up Thunder Gate without noticing the two sinking. Being backed up by Sai, Might Guy, and Kakashi, Omoi was freed, giving Ameyuri one of his lollipops as a gift, returning the favor by giving him her blades before being sealed away. With Kabuto's defeat that night, her soul was allowed to return to the afterlife.


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