Chukaku (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Chukaku[edit]

Medium humanoid (human), lawful good


Armor Class 19 (Natural Armor)
Hit Points 67 (9d8 + 27)
Speed 65 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Dex +9, Int +8
Skills Acrobatics +9, Deception +5, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 14 (11,500 XP)


Chakra. Chukaku has 22 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Chukaku makes three unarmed strike, one-handed spear, or two-handed spear attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

One-Handed Spear. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Two-Handed Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Welcoming Approach: Thousand-Armed Murder (9 Chakra). As a bonus action, Chukaku creates an angelic, thousand-armed being from his chakra. Until the beginning of his next turn, when he takes the attack action, he can not make ranged or weapon attacks, but his unarmed strikes gain an additional 15 feet of reach and he may attack 3 additional times.

Arriving Life: Thousand-Armed Preservation (7 Chakra). For 1 minute (concentration), attack rolls against Chukaku automatically fail and he may not take actions.

Looking Down: Embracing Thousand Arms (10 Chakra). For 1 minute (concentration), any effects of Chukaku's choice made by creatures outside of a 15 ft. radius of him that require a saving throw do not effect creatures inside the radius. While concentrating on this jutsu, Chukaku can not take actions.

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

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

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the jonin 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 Chikaku 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. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Summoning Jutsu (10 Chakra). Chukaku summons a Rashōmon within 5 ft. of him.

Destruction of Evil Seal (1 Chakra). One creature within 15 ft. loses 1 special chakra point of Chukaku's choice.

REACTIONS

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

Ch%C5%ABkaku_and_Kabuto.png
[Source].

The ancient head monk of the Land of Fire's Fire Temple, Chukaku's teachings were prevalent across many monasteries, though only members of the Fire Temple had the proximity of him to learn his Welcoming Approach techniques. After training his successor, Chiriku, to surpass him, Chukaku died peacefully in his sleep. During the Fourth Shinobi World War, Kabuto attempted to resurrect Chiriku, but instead summoned Chukaku. When his stronger summons were sealed by the Allied Shinobi Forces Long-Range Battle Division, Kabuto deployed Chukaku and Heiji to unseal them and act as a distraction, though Chukaku would quickly be defeated by Temari and sealed.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: