Asura (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.

Asura Otsutski[edit]

Medium humanoid (Uzumaki), lawful good


Armor Class 22 (Natural Armor)
Hit Points 289 (34d8 + 136)
Speed 95 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 18 (+4) 12 (+1) 10 (+0) 18 (+4)

Saving Throws Dex +13, Int +9
Skills Acrobatics +13, History +9, Insight +8, Perception +8, Persuasion +12
Senses passive Perception 18
Languages Common
Challenge 27 (105,000 XP)


Chakra. Asura has 138 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Dying Breath. At the beginning of each of Asura's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Charisma Casting. When Asura casts a jutsu with a DC of 17 or attack bonus of +9, he may spend an additional number of chakra points equal to its total cost to increase its DC to 20 and its attack bonus to +12, and grant it a +3 bonus to its damage.

Six Paths: Kunitsukami. Some of Asura's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Asura can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Asura has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Asura deals an additional 11 (2d10) damage with unarmed strikes.
  • Asura's reach increases by +5 ft.
  • Proficiency in Dexterity (+9) and Wisdom (+7) saving throws.
  • Asura's attack and damage rolls gain a +1 bonus.
  • Asura gains 30 feet of Truesight.
  • Asura gains a flying speed equal to twice his movement speed.
  • Asura gains a damage threshold of 30.
  • As an action, he may increase his size category to Medium, Large, or Huge.

Nature Chakra Sense. Asura may take the search action as a bonus action. When Asura takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 120 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Truth-Seeking Orbs. Asura has 6 Truth-Seeking Orbs. As a reaction whenever he would take damage, he may reduce the damage he takes by the amount of damage he chooses to have his orbs take. Each orb has 100 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. Asura's orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and they have resistance to damage that would otherwise ignore immunity.

ACTIONS

Multiattack. Asura can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (5d4 + 5) bludgeoning damage.

Kunai. Thrown Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Asura 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.

Transformation (1+ Chakra). Asura becomes identical to a person, creature or non-magical object he 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 17 Investigation check realize that he is transformed. If the creature saw him 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). Asura's movement speed doubled, and his movement does not provoke attacks of opportunity.

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Asura 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.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Asura's choice.

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

Healing Jutsu (1-54 Chakra). One creature Asura can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Asura reduces his next jutsu's cost by 7. He may do this once, regaining all uses at the end of a short rest.

Rasengan (10 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) magical bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 17 Strength saving throw. On a failure, they are pushed 20 feet away from Asura.

Amenomihashira (30 Chakra). Ranged Spell Attack: +9 to hit, range 60 ft., four targets. Hit: 12 (2d10 + 1) magical bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 17 Strength saving throw. On a failure, they are pushed 20 feet away from Asura. If all attacks hit, the target is paralyzed for 1 minute. They may attempt a DC 17 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Sage Meditation. As a full turn action, Asura becomes blind and prone until the beginning of his next turn, and 4 points of Asura's normal chakra becomes senjutsu chakra. If a clone is dispelled while being effected by this action, any chakra it would have granted Asura is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Asura either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs. Asura may use this once without exclusively spending senjutsu (recharge 5-6).

Truth-Seeking Jutsu. As part of casting another jutsu that deals damage, Asura adds at least 1 truth-seeking orb within 5 feet of him. The jutsu’s damage and ranges are increased by half, and it deals an additional 9 (2d8) force damage. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).

Manipulation. As a bonus action, Asura shapes one Truth-Seeking Orb into any mundane object with an area no larger than a 15 ft. radius sphere, including weapons. Alternatively, he can shape it into a flat surface up to 10x10x0.04 feet in size. Pushing, dragging, or lifting his orbs requires 600 lbs of force. He may manipulate them up to 60 feet from him as a free action or bonus action, they have an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a DC 22 Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 22 (2d6 + 2d8 + 6) force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

REACTIONS

Substitution (3+ Chakra). When Asura is hit by an attack and would take damage, he decreases the damage by 32 (1d10 + 27) 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. Asura can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

/
Amenomihashira.png
[Source].

The youngest son of the Sage of Six Paths, Asura spent many peaceful days with his older brother Indra. However, when the two began studying Ninshu, Asura found that he had no talent for it. As Indra's search for power grew, Asura became more and more concerned for his brother, reaching out to him often to few results. As Hagoromo's age began to take its toll on him, he sent the two out to villages beyond his reach to bring peace to them in order to determine a successor. Indra returned almost immediately, and with Asura nowhere in sight, the citizens of the Land of Ancestors believed the older brother's ascension was inevitable. However, after years had passed, Asura returned with an entourage of friends, and was even engaged to Kanna, a woman from one of the clans he was sent to pacify. At the same time, word had come from Indra's domain of harsh martial law, and the complete obliteration of dissidents. Seeing only his mother's brutal nature in Indra's heart, Hagoromo named Asura the successor to Ninshu, enraging Asura. In search for power, he murdered his closest followers, awakening the Mangekyō Sharingan. When Indra attacked the Land of Ancestors in hopes of destroying Ninshu, it was Asura that confronted him, having received his father's power. Defeated by his weak younger brother, Asura went into hiding, forming a secret society to advance ninjutsu. While it hurt him to fight his brother, he vowed to protect his friends, no matter what, defeating Indra but refraining from killing him. Years later, Hagoromo on his deathbed relayed to Asura the meeting he had with Indra the night before, his brother's desire to destroy Ninshu, even in another life. After his death, Asura refused to pass onto the Pure Lands, instead reincarnating himself in a constant feud with his brother that would only be stopped a thousand years later.


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