Black Zetsu (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.

Black Zetsu[edit]

Medium plant (Zetsu), lawful neutral


Armor Class 14 (Natural Armor)
Hit Points 93 (17d8 + 17)
Speed 85 ft.


STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 12 (+1) 20 (+5) 12 (+1) 14 (+2)

Saving Throws Dex +4, Cha +7
Skills Acrobatics +4, Deception +7, Perception +6, Persuasion +7, Stealth +4
Senses passive Perception 16
Languages Common
Challenge 15 (13,000 XP)


Chakra. Black Zetsu has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Evasion. When Black Zetsu 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.

Natural Constitution. Black Zetsu does not need to eat, drink, or sleep. If he is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half his chakra points, he must attempt a DC 16 Constitution saving throw. On a failure, he becomes paralyzed until the end of his next turn.

ACTIONS

Multiattack. Black Zetsu makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (3d4 - 1) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 1 (1d4 - 1) piercing damage. Black Zetsu may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 1 (1d4 - 1) piercing damage on a hit.

Regeneration (4/Day). As a bonus action, Black Zetsu regains 3 hit points or 1 chakra point.

Hashirama Regeneration (5 Chakra). As a bonus action, Black Zetsu regains 8 (1d10 + 3) hit points. Black Zetsu may use this once at the beginning of each of his turns without losing his bonus action.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Black Zetsu 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.

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

Chakra Transfer Technique (1+ Chakra). One creature that Black Zetsu touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Magic Lantern Body (10 Chakra). Black Zetsu projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Phantom Sound Chains (12 Chakra). One creature within 50 ft. must make a Intelligence saving throw. On a failure, they are paralyzed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.

Disguise (6 Chakra). Black Zetsu becomes indistinguishable by sight, sound, touch, smell, taste, and chakra sense from another creature of his choice that he has seen. While this is active, Zetsu may have one non-dojutsu feature of your choice from the creature that you have copied.

'Mayfly (7 Chakra). As a bonus action, Black Zetsu and all items he is carrying can pass through wood, dirt, and stone for 1 minute. This does not stop him from being able to deal or take damage. Additionally, while completely submerged in an object, he gains a 15 foot bonus to your movement speed.

Spore Technique (6 Chakra). Black Zetsu becomes Tiny and unconcious, and he may add his proficiency bonus to Stealth checks an additional time until he ends this jutsu at will.

Giant Zetsu (6 Chakra). Black Zetsu combines with one other Black Zetsu he can touch. He is killed instantly, and the other Black Zetsu gains a +1 bonus to attack and damage rolls, saving throw DCs, and AC, and 6 additional chakra. If the Black Zetsu spends 6 chakra, it loses these effects.

Wood Jaws (10 Chakra). One creature within 5 ft. must attempt a DC 18 Strength saving throw, becoming restrained on a failure. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and Black Zetsu regains an equal number of chakra points or increases the DC of the next saving throw of this kind by an equal number.

Cutting Sprigs (3 Chakra). Ranged Spell Attack: +10 to hit, range 60 ft., three targets. Hit: 7 (1d4 + 5) magical piercing or poison damage. As a bonus action on the same turn, Black Zetsu may spend 1 chakra per targeted spike that hit to deal an additional 7 (1d4 + 5) magical bludgeoning damage to the target it hit.

Body Coating (6 Chakra). Black Zetsu wraps his body around a willing, unconscious, or dead creature within 5 ft. that is Large or smaller. Black Zetsu and this creature share the same turn and actions (controlled by the host unless they are unconscious), have the best of either creatures' ability scores, and may use each others' chakra points. Each creature benefits from any feature the other has (this does not grant additional Kekkei Genkai), and he may choose if he or the creature is targeted by an effect that would target either or both of them. Stacking conditions, such as exhaustion or gradual blindness, deafness, and numbness, still effect creatures individually. Black Zetsu may end this at will, and this automatically ends if he becomes unconscious.

Black Zetsu may use this feature on an unwilling creature, who must attempt a DC 18 Strength saving throw. On a failure, they count as unconcious for the sake of this feature. If they have more chakra than Black Zetsu, they gain control.

REACTIONS

Substitution (3+ Chakra). When Black Zetsu 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. Black Zetsu can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Black_Zetsu%27s_True_Form.png
[Source].

When Kaguya was defeated by Hagoromo and Hamura, she was unable to create a Karma due to being sealed instead of slain. Instead, she crystalized her will into a single sludge-like being; Black Zetsu. Driven by the desire to resurrect his creator, he shadowed Indra Otsutsuki, manipulating him into becoming hard-hearted, eventually turning his father's Nishu into Ninjutsu. When Indra and Asura turned on each other after the weaker Asura was named the Sage of Six Paths' successor, Black Zetsu watched the battle with baited breath, but was disappointed at Indra's loss. Having lost his chance at the Rinnegan, he began to manipulate the world in order to keep Indra and Asura's reincarnates in constant conflict in hopes of creating the dojutsu and free his mother.

Hundreds of years later, when Madara finally manifested the Rinnegan, Black Zetsu emerged from the shadows, pretending to be the manifestation of Madara's will. Guiding Obito, who in turn guided the Akatsuki, his grand plan eventually resurrected the Ten-Tails, though Obito and later Madara absorbed it. Manifesting Kaguya in Madara's body, he had finally succeeded, though he and Kaguya's body were sealed by Indra and Asura's newest reincarnates shortly after.

Variant: Kaguya's Arm

During his fight with Naruto and Sasuke, Kakashi cut off one of Kaguya's arms, which he then possesses and uses as a weapon. Black Zetsu with Kaguya's arm increases his chakra point maximum to 78 and he gains the following actions:

All-Killing Ash Bones (60 Chakra). Ranged Spell Attack: +10 to hit, range 15/30 ft., one target. Hit: 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by true resurrection as they and all non-magical objects they are wearing are reduced to atoms.

Yomotsu Hirasaka (8 Chakra). As part of another action, Black Zetsu uses it as if he was in one place of his choice within 30 feet.



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