Chukaku (Shinobi World Supplement)
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Chukaku[edit]
Medium humanoid (human), lawful good Armor Class 19 (Natural Armor)
Saving Throws Dex +9, Int +8 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. ACTIONSMultiattack. 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. REACTIONSSubstitution (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. |
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. |
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