Blue B (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.

Blue B[edit]

Medium humanoid (Human), chaotic good


Armor Class 19 (Natural Armor)
Hit Points 110 (17d8 + 34)
Speed 55 ft. (65 ft. in Initial Release, 80 ft. in Tailed Release)


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

Saving Throws Str +6, Dex +9
Skills Acrobatics +9, Insight +6, Intimidation +7, Perception +6
Senses passive Perception 16
Languages Common
Challenge 17 (18,000 XP)


Chakra. Blue B has 38 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Blue B is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

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

Red Chakra. Some of Blue B's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 14 Wisdom saving throw at the end of each of his turns. On a failure, he is forced to activate Initial Release and is controlled by Gyūki. If he is already in Initial Release, the DC becomes 16, and he enters Tailed Release instead. If he is already in Tailed Release, the DC becomes 16, and he enters Tailed Beast Mode. If Blue B spend more than 5 rounds (30 seconds) while controlled by his Bijūū, he is killed instantly, and Gyūki is released on the same plane of existence you died in. This ends if he becomes unconscious, or if Gyūki chooses to do so willingly. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. Blue B can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Blue B 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). Blue B 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 17 Investigation check to 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). Blue B's movement speed doubles, and his movement does not provoke attacks of opportunity.

Hidden Chakra. When Blue B has less than half his maximum chakra, he gains 19 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Blue B enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu Blue B knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Blue B's movement speed increases by +10 ft.
  • At the start of each of his turns, Blue B regains 3 hit points.
  • Blue B gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Blue B chooses to do so as an action, or if he is knocked unconscious.
  • Blue B loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Blue B gains the following:

  • Blue B's unarmed strikes deal an additional 2 (1d4) slashing damage.
  • Blue B's movement speeds increase by 15 ft.
  • Blue B regains additional 3 hit points (6 total) at the beginning of each of his turns.
  • Blue B can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Blue B loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Tailed Beast Mode. As a full turn action, Blue B becomes identical to Gyūki with the same percentage of hit points remaining. If he is reduced to 0 hit points, Blue B returns to his normal form. Blue B keeps his features, chakra points, and chakra point maximum while in this form. Blue B loses 6 chakra and gains 6 red chakra at the end of each of his turns.

Ink Production (1 Chakra). Ranged Spell Attack: +10 to hit, range 30 ft., one target. Hit: they are blinded until the beginning of Blue B's next turn.

Cranial Eighth Sword (3 Chakra). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (4d4 + 3) magical piercing damage.

Lariat (10-30 Chakra). Blue B moves 15-45 feet in a straight line and forces one creature within 5 ft. to make a DC 19 Dexterity saving throw. On a failure, they take 31 (4d12 + 4) magical bludgeoning damage. Blue B may increase this damage by 6 (1d12) for every 5 additional chakra points spent to a maximum of 59 (8d12 + 4).

Octopus Hug (10 Chakra). One creature within 30 ft. must attempt a DC 18 Strength saving throw. On a failure, they take 6 (1d4 + 4) magical bludgeoning damage and are restrained for 1 minute. On a success, they take half as much damage.

Tailed Beast Arms (1+ Chakra). As a bonus action while Tailed Release is active, Blue B's reach increases by 5 ft. until the end of his turn. Blue B may increase his reach by an additional 5 ft. for every 3 additional chakra spent.

REACTIONS

Substitution (3+ Chakra). When Blue B is hit by an attack and would take damage, he decreases the damage by 24 (1d10 + 17) 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. Blue B can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Blue_B.png
[Source].

In accordance with tradition, Blue B became Gyūki's jinchuriki due to being the Third Raikage's closest living relative, in this case his nephew. While being a powerful jinchuriki, he struggled to control his bijuu, with his incompatibility surpassing the abilities of any Cloud shinobi. Knowing that Killer B, the future Fourth Raikage's adopted brother, would one day replace him, he regularly spoke to the boy, going in depth on the loneliness of being a jinchuriki. After losing control of his beast multiple times, though unbeknownst to the Cloud Orochimaru had been gradually weakening his seal to harvest the jinchuriki's chakra and DNA while partially transformed, the Third Raikage finally had no other choice than to seal Gyūki within the Kohaku no Jōhei, killing Blue B in the process.

Decades later, during the Fourth Shinobi World War, Blue B was resurrected by Kabuto in order to capture Killer B. Astonished by both his power and personal fulfilment, with his successor even befriending his would-be assassin Motoi, Blue B was quickly defeated, and shortly after his soul returned to the afterlife.


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