Deidara (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.

Deidara[edit]

Medium humanoid (Deidara), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 91 (14d8 + 28)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 12 (+1)

Saving Throws Dex +7, Int +8
Skills Acrobatics +7, Arcana +8, History +8, Performance +6, Sleight of Hand +7
Senses passive Perception 12
Languages Common
Challenge 14 (11,500 XP)


Chakra. Deidara has 36 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Iwagakure Kinjutsu. As an action for 8 chakra, Deidara may create a piece of explosive clay, and may have up to 3 pieces at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. Deidara may spend 1 piece of empowered clay when you use a jutsu labeled Explosive Style to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant himself advantage on its attack roll. Deidara may only spend 1 piece of empowered clay on each jutsu.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Deidara 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.

Eye Scope. Until Deidara moves at least 5 ft., any jutsu he casts that have a range that is not self, touch, or a radius around him is doubled.

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

Transformation (1+ Chakra). Deidara becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 16 Investigation check realize that they are transformed. If the creature saw them 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). Deidara's movement speed doubles, and their movement does not provoke attacks of opportunity until the beginning of his next turn.

Shadow Clone (4+ Chakra/Clone). Deidara creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Deidara controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Deidara dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Deidara regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Deidara, including equipment, features, and any effects affecting Deidara when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Deidara. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Headhunter (6 Chakra). Deidara gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become Restrained and Prone for 1 hour. They may attempt a DC 16 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Explosive Style: Explosive Clay Doll (1 Chakra). When Deidara creates a shadow clone, he enhances it. When it is destroyed by any means other than being dispelled, it deals 13 (2d8 + 4) fire damage to the source of the damage. This also causes Deidara to not regain the base chakra spent to create the clone.

Explosive Style: Explosive Clay (5+ Chakra). Deidara converts 1 handful of malleable material into a bomb for 1 hour. Each piece deals 9 (1d10 + 4) fire damage, have the thrown (30/60 feet) property, and can be used for Shuriken Jutsu, dealing 5 (1d10) fire damage each. Deidara may increase this jutsu's duration by 1 hour for every 2 additional chakra spent.

Explosive Style: C0. All creatures within a 180 ft. radius must succeed a DC 17 Constitution saving throw. On a failure, they take force damage equal to Deidara's maximum hit points. On a success, they take half as much. This deals twice as much damage to objects. After using this jutsu, Deidara is killed instantly.

Explosive Style: C1 (1 Chakra). Ranged Spell Attack: +9 to hit, range 30/60 ft., one target. Hit: 12 (3d4 + 4) fire damage.

Explosive Style: C2 (1+ Chakra). Deidara summons one PECR creature that is not a construct or humanoid within 5 feet of him him, spending an amount of chakra equal to twice the summoned creature's CR - 1 that lasts for 1 minute. It has 15 hit points, can't speak, and has no actions. At will, the user can detonate it. All creatures within 15 feet of the creature must succeed a DC 19 Dexterity saving throw. On a failure, they take 24 (4d6 + 1d8 + 4) thunder or force damage and become blinded for 1 minute. On a success, they take half as much. They may attempt a DC 19 Constitution saving throw at the end of each of their turns, ending this effect early on a success.

Explosive Style: C3 (20 Chakra). All creatures within a 180 foot radius from the closest surface directly below Deidara must succeed a DC 17 Constitution saving throw. On a failure, they take 78 (15d8 + 4) force damage. On a success, they take half as much. This deals twice as much damage to objects.

Explosive Style: C4 (4 Chakra). Deidara creates a 30 foot radius area of microscopic explosives anywhere within 45 feet of him that lasts for 5 minutes. At the beginning of each of his turns, any creatures of Deidara's choice within this cloud must attempt a DC 17 Wisdom or Dexterity saving throw with disadvantage. On a failure, they take 12 (1d6 + 1d8 + 4) thunder or force damage and become poisoned for 1 minute. They may attempt a DC 17 Constitution saving throw at the end of each of their turns, ending this effect early on a success.

Explosive Style: Clay Landmines (3 Chakra). Deidara places a piece of explosive clay on a surface he can touch, converting it into a landmine. If any creature other than Deidara comes within 15 ft. of the landmine, or if anything touches the landmine, it explodes. Any creature within 30 ft. of the landmine when it detonates must attempt a DC 17 Dexterity saving throw. On a failure, they take 23 (4d8 + 4) force damage and are pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back.

REACTIONS

Substitution (3+ Chakra). When Deidara is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Deidara can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Deidara_-_Akatsuki.png NUNSRDeidara.png
Deidara in the Akatsuki (above) and in the Explosion Corps (below), Source [[1][2]].

Originally a member of the Village Hidden in the Stone's Explosion Corps, Deidara became obsessed with the "Art of a Single Moment", a belief that the truest form of art exists in the exact moment of instant destruction. A prodigy of the corps thanks to his Explosion Style kekkei genkai, he sought greater heights, stealing a forbidden jutsu from the Stone manifesting as the various mouths across his body, which was quickly discovered, driving him from the village. On his own as a rogue nin, he set off numerous explosions both to fulfill contracts with various rebel factions, as well as to indulge in his own art. As the Akatsuki formed, Itachi, Kisame Hoshigaki, and Sarori were deployed to gain a new member or eliminate the competition, with a single genjutsu terrifying Deidara into joining.

As a new member of the Akatsuki, he despised both Itachi and his partner Sasori, though not enough to even consider defecting from the group. However, after numerous successful missions, including the assassination of the Fifth Kazekage, his grudges eventually caught up to him. Tracking Sasuke down in an attempt to take down Orochimaru, or at least the vessel he was trapped in, he wasted almost all of his chakra, forcing him to go out in one final C0 explosion, only for Sasuke to be saved by Orochimaru's summon, Manda.



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