En Oyashiro (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.

En Oyashiro[edit]

Medium humanoid (Chinoike), lawful neutral

Armor Class 20 (Natural Armor)
Hit Points 76 (17d8)
Speed 60 ft.

12 (+1) 18 (+4) 10 (+0) 18 (+4) 15 (+2) 10 (+0)

Saving Throws Dex +10, Cha cha
Skills Acrobatics +10, Medicine +8, Nature +10, Perception +8, Stealth +10
Senses passive Perception 18
Languages Common
Challenge 17 (18,000 XP)

Chakra. En has 44 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Ketsuryūgan Chakra Sight. When En takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. He sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Multiattack. En makes three unarmed strike or senbon attacks.

Unarmed Strike. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. En 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. En may add 11 (4d4) additional damage to one of these additional attacks.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, En 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). En 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 18 Investigation check realize that he is transformed. If the creature saw En 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). En's movement speed doubles, and his movement does not provoke attacks of opportunity.

Healing Jutsu. One creature En can touch regains a number of hit points equal to chakra spent up to 51.

Chakra Control. As a bonus action, En reduces his next jutsu's cost by 4. En may do this 4 times.

Blood Curdle (1 Chakra). On a hit with an unarmed strike, the target must attempt a DC 18 Constitution saving throw. On a failure, they are stunned until the end of their next turn.

Genjutsu: Ketsuryūgan (10 Chakra). One creature within 100 ft. that is not blinded must attempt a DC 18 Charisma saving throw. On a failure, they are stunned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Blood Healing (4 Chakra). Melee Spell Attack: +10 to hit, reach 30 ft., one target. Hit: the target regains 15 (4d4 + 4) hit points.

Blood Pulse (8 Chakra). One creature within 5 ft. that is at 0 hit points and is not a Construct or Elemental is stabilized.

Enhanced Blood Manipulation (3 Chakra). One creature stabilized by Blood Pulse up to 72 hours prior has their eyes turn red and En may force them to either walk in a specific direction or harm themself, and they gain the benefits of Genjutsu Trap. If they take 5 damage, they explode at the beginning of their next turn, causing all creatures in a radius to succeed a Dexterity saving throw, taking an amount of damage on a failure.

  • If the creature is Tiny, all creatures within 5 feet take 5 (2d4) acid damage.
  • If the creature is Small, all creatures within 10 feet take 7 (2d6) acid damage.
  • If the creature is Medium, all creatures within 10 feet take 9 (2d8) acid damage.
  • If the creature is Large, all creatures within 15 feet take 11 (2d10) acid damage.
  • If the creature is Huge, all creatures within 20 feet take 13 (2d12) acid damage.
  • If the creature is Gargantuan, all creatures within 20 feet take 14 (4d6) acid damage.

Exploding Human (20 Chakra). One creature En touches that is not a Construct or Elemental to attempt a Constitution saving throw. On a success, En regains half the chakra spent. On a failure, they become charmed. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If they are reduced to 0 hit points, they explode as per Enhanced Blood Manipulation.

Blood Transformation (5 Chakra). En fills one creature he can touch with blood. An unwilling creature must fail a DC 18 Wisdom saving throw to avoid this effect. Their size increases by 1 category, they have disadvantage on Dexterity saving throws and attack rolls, and advantage on Constitution saving throws not related to the Ketsuryūgan. Additionally, creatures must attempt a DC 18 Perception check to know that a creature under the effects of this jutsu is the same as them while not under its effects, unless they saw this jutsu being cast. They may end this effect by taking 3 damage that is not fire, cold, or bludgeoning.


Substitution (3+ Chakra). When En is hit by an attack and would take damage, he decreases the damage by 24 (1d10 + 19) 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. En can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Genjutsu Trap. When En is targeted by a genjutsu, he casts Genjutsu: Ketsuryūgan.


A shinobi from the Valley of Hell, En Oyashiro, then called En Chinoike, lived a peaceful life alongside his wife, daugther Chino, and the rest of his clan. As population density caused friction from proximity in his clan, and a strain on the once-plentiful resources of the valley, disagreements turned to violence, which in turn became all-out chaos. As the dust settled, En and Chino were the only survivors. Wishing for his daughter to live free of his burden, he convinced her that he had slaughtered her clan, implanted a pair of their dōjutsu, and trained her to be a powerful weapon. Becoming a healer, arms dealer, and owner of the Coliseum; an arena where rich patrons make bets on illegal tournaments among young shinobi, many of whom are owned by other patrons, with Chino as an undisputed champion. When his young gladiators organized a breakout, En feigned betrayal and anger, though he truly was glad Chino was free of him entirely.

When the Lightning Group, a self-motivated mercenary group comprised of his ex-gladiators, made multiple attempts on his life, he retreated from public life, moving between multiple hideouts and only returning to the Coliseum when a promising kekkei genkai user was on display, secretly hoping Lightning Group would free them as part of the attack. When Sasuke Uchiha entered as a competitor to follow a lead between Oyashiro, Lightning Group, and the Exploding Humans Incident, Oyashiro was more than willing to give him exactly what he wanted, but only if he could beat, and subsequently beat, Futsu, a kekkei genkai user he had won in a prior fight.

Following Sasuke and Chino's agreement to earn redemption rather than take revenge, the two raided the Coliseum, exposing and arresting its numerous tycoon patrons and freeing those they still controlled. Satisfied at Chino's resolve, strength, and freedom, he escaped the scene, musing with Orochimaru about turning the Valley of Hell into a hotspring as his next business venture.

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