Demon Brothers (Shinobi World Supplement)
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Demon Brothers[edit]
Medium humanoid (Human), neutral evil Armor Class 16 (natural armor)
Saving Throws Str +4, Dex +8 Chakra. The brother has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When the brother 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. The brother can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Afterglow. Once per turn when the brother has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 7 (2d6) damage. Terrifying. While frightened of the brother by any means, creatures must attempt a DC 15 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action. Rebreather. The brother is immune to non-magical inhaled chemicals, toxins, or particles, has advantage on saving throws against inhaled chemicals, toxins, or particles of a magical nature, and has resistance to the damage such effects cause. Weapon Chain. Both demon brothers' clawed gauntlets are connected to the other's by a 15 foot chain. The chain occupies a straight line between them, and the location of the chain counts as part of their weapon's reach. Such creatures can not move in any way that would make the area the chain occupies longer than the chain. Either demon brother may end this effect as an action, or regain this effect as an action while within 5 feet of the other. ACTIONSMultiattack. The brother can make 2 unarmed strike, weighted chain, two-handed weighted chain, clawed gauntlet, or shuriken attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage. Weighted Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The brother may make one of these attacks as a bonus action after a clawed gauntlet attack. Two-Handed Weighted Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Clawed Gauntlet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) slashing damage. Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The brother may make 1 additional attack for every additional chakra point spent. The brother may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit. Basic Ninjutsu Technique (1 Chakra). As a bonus action, the brother 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. Rope Escape (6 Chakra). When the brother attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20. Basic Clone (3 Chakra). Any creature that can see the brother must attempt a DC 15 Intelligence saving throw. On a failure, attacks against the brother have disadvantage, and the brother has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect. Transformation (1+ Chakra). The brother 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 15 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). The brother's movement speed doubles, and their movement does not provoke attacks of opportunity. Explosive Seal (1+ Chakra). The brother creates an explosive seal on one surface they can touch. Water Gun (1 Chakra). Ranged Spell Attack: +8 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage. Hiding in Water (9 Chakra). While touching at least 1 gallon of water, the brother and everything he is wearing or holding merges with it, becoming invisible and gaining full cover for 1 minute (concentration). If the water takes damage or is otherwise disturbed, he must make a concentration check as if he were affected by it. If the brother loses concentration to the puddle taking damage, he takes the damage the puddle took. If the water source he used this jutsu on is no longer 1 continuous gallon, this jutsu immediately ends. Poisonous Claw Excretion (4+ Chakra). As a bonus action immediately after hitting a creature with an attack that deals slashing or piercing damage, the target must attempt a DC 15 Constitution saving throw. On a failure, they are poisoned for 1 minute. While poisoned in this way, they take 1 poison damage at the beginning of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. The brother may increase this jutsu's duration by 1 minute for every 2 additional chakra points spent. Killing Intent. Any creatures of the brother's choice that can see or hear him must succeed a DC 15 Charisma saving throw or become frightened of him for 1 minute. The brother may do this once, regaining all uses at the end of a long rest. The brother may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw. REACTIONSSubstitution (3+ Chakra). When the brother is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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. The brother can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
Once accomplished Chunin of the Hidden Mist Village, the twins Gozu and Meizu made a name for themselves assassinating numerous high-value targets, including multiple accomplished Jonin from other villages, granting them the title of the Demon Brothers. Regularly testing out their lethality against Zabuza Momochi, and their stealth against Gengo, they were trusted enough to be coconspirators in their sparring partners' attempt to overthrow the Fourth Mizukage. When they were exiled from the village after their coup failed from a traitorous insider, Gozu and Meizu joined up with Zabuza's gang, still not done with making their money. By the time Zabuza found employment under Gato, the Demon Brothers were among the few still alive and willing to work for his corrupt employers. When they attempted to go after Tazuna, a bridge builder from the Land of Waves who threatened to free his country from Gato's ruthless syndicate control, they were quickly stopped by the efforts of Naruto, Sasuke, and Sakura, though ultimately their apprehension would be by Kakashi, being taken into Leaf Village custody and being handed over to Mist authorities shortly after. Whether or not the Fifth Mizukage executed them or not is only known to a handful of jailers and the Mizukage herself. |
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