Arashi (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.

Arashi[edit]

Medium humanoid (Fuma (LoS)), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 8 (-1)

Saving Throws Con +7, Cha +4
Skills Animal Handling +6, Arcana +7, Athletics +6, Intimidation +4, Medicine +6
Senses passive Perception 11
Languages Common
Challenge 14 (11,500 XP)


Chakra. Arashi has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Arashi 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. Arashi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Casualty Puppet. Arashi has two corpses on his back. Each corpse has 17 AC and 12 hit points. If a corpse is reduced to 0 hit points, Arashi may make an additional action or reaction for each corpse, but must spend 1 + the number of corpses chakra points per additional action or reaction, regaining all uses at the beginning of his next turn. After spending this chakra, Arashi must attempt a DC 15 Charisma saving throw. On a failure, he goes berserk until the end of his next turn.

ACTIONS

Multiattack. Arashi makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage.

Scissor Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Arashi 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.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Arashi makes two unarmed strikes.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Arashi's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Arashi 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 Arashi casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage. Arashi may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target is restrained until Arashi is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Arashi using this jutsu.

Cursed Mandala (10 Chakra). One Large or smaller creature within 30 ft. must attempt a DC 17 Strength saving throw. On a failure, they become restrained for 1 minute (concentration). At the end of each of its turns, the target can make a DC 17 Strength saving throw. On a success, the target is no longer restrained. On a failure, they take 13 (3d4 + 5) magical bludgeoning damage. Arashi must spend his action on each of his turns to maintain this jutsu while concentrating on it. If Arashi make a bonus action, or reaction, or move, his concentration checks have disadvantage until the beginning of his next turn.

REACTIONS

Substitution (3+ Chakra). When Arashi is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Arashi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Casualty_Puppet.png
[Source].

When the Land of Rice Fields was attacked by a nearby territory, Arashi was among the Fuma Clan forces to counter-invade. After years of atrocities under orders, turning their enemies into the near-uninhabitable Land of Graves, the only thing Arashi wanted was to go home, but the disgrace the war had left his clan in made him an outcast when he returned. It was then that the remnants of the Fuma clan met Orochimaru, who promised them glory and honor for servitude. Arashi, Jigumo, Kamikiri, Kotohime, and Kagero accepted his offer, becoming one of the driving forces in turning the Land of Rice Fields into the Land of Sound. The Fuma clan shinobi that refused were never heard from again.

Following the Sound and Sand's attack on the Hidden Leaf Village, and thus the revelation that the Hidden Sound Village was Orochimaru's experimentation grounds, Arashi took his place in their official compound, much to Naruto and Sakura's dismay when they attacked the compound to find information on Sasuke. Having lost his mind to the power of Orochimaru's Casualty Puppet technique, the fight with the Leaf genin finally snapped him back to his senses long enough to realize his wrongs. As the compound threatened to collapse, he opened a way out, atoning with his death.


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