Fuguki Suikazan (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.

Fuguki Suikazan[edit]

Medium humanoid (Suikazan), neutral evil

Armor Class 19 (Natural Armor)
Hit Points 142 (19d8 + 57)
Speed 60 ft.

16 (+3) 10 (+0) 16 (+3) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Str +9, Con +9
Skills Athletics +9, Deception +7, Insight +6, Intimidation +7, Perception +6, Sleight of Hand +6, Stealth +6
Senses passive Perception 16
Languages Common
Challenge 19 (22,000 XP)

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

Samehada Chakra. Fuguki's sword, Samehada, has 0 chakra points and a chakra point maximum of 46. Samehada automatically loses 2 chakra at the end of each hour.

Brawn. When Fuguki is targeted by an effect that allows him to make a Strength saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Afterglow. Once per turn when Fuguki has advantage on any one weapon attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage.

Blade Artisan. When Fuguki deals Afterglow's damage with a Bukijutsu, he may double the additional damage. He may do this once, regaining use at the end of a long rest.

Terrifying. While frightened of Fuguki by any means, creatures must attempt a DC 17 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.

Ninja Speed. Fuguki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Disfigured. Fuguki has disadvantage on any d20 rolls he would add his Charisma modifier to.


Multiattack. Fuguki can make 3 unarmed strike, Samehada, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Samehada. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) magical slashing damage, and they lose a number of chakra points equal to Samehada's base damage die roll (7) and Samehada regains an equal amount of chakra. If the target does not have chakra points and you are not using the Chakra Exhaustion variant rule, they take an additional 7 (2d6) necrotic damage instead of losing chakra points.

Samehada's Rejuvenation. As a bonus action, Fuguki spends up to 6 of Samehada's chakra points to either regain an equal number of chakra points, or regain twice as many hit points.

Senbon. Thrown Weapon Attack: +9 to hit, range 10/30 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Fuguki may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit.

Killing Intent. Any creatures of Fuguki's choice that can see or hear him must succeed a DC 17 Charisma saving throw or become frightened of him for 1 minute. Fuguki may do this once, regaining all uses at the end of a long rest. Fuguki may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw. Fuguki may use this feature never, regaining all uses at the end of a long rest.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Fuguki is proficient with against a restrained creature, he deals maximum damage and an additional 12 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) magical bludgeoning damage and the target is forced 15 feet away from Fuguki. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Fuguki is proficient with.

Hair Bind (3 Chakra). As a free action, one creature within 10 ft. must attempt a DC 17 Dexterity saving throw. On a failure, they are grappled. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Fuguki may end this effect as an action to throw them up to 30 ft. in a direction of his choice.

Hair Needle Senbon (2+ Chakra). As a free action, Fuguki makes a senbon attack without losing any weapons. Fuguki may spend 1 chakra whenever he would be able to make any kind of attack to instead make a senbon attack in this way. This lasts until the end of his turn.

Sharp Hair Spear: Might (3 Chakra). Fuguki may use this jutsu when he uses Hair Needle Senbon. Whenever Hair Needle Senbon or a jutsu that relies on it would allow him to make a senbon attack, he instead makes a spear attack. Whenever a jutsu would allow you to throw an additional senbon as part of the same attack, the spear attack instead gains a +1 bonus to attack and damage rolls. This lasts until Hair Needle Senbon ends.

Spear. Thrown Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Fuguki may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional spear deals 3 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Fuguki 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 17 Investigation check to realize that he is transformed. If the creature saw him 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). Fuguki's movement speed doubles, and his movement does not provoke attacks of opportunity.

Subterranian Voyage (3 Chakra). Fuguki can swim through earth and stone, but not plants or metal, as easily as water. Fuguki must spend 1 chakra point at the end of each of his turns to maintain this effect.


Substitution (3+ Chakra). When Fuguki 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. Fuguki can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


A jonin of the Hidden Mist, Fuguki Suikazan's exceptional skill led to him being granted Samehada and a seat among the Seven Swordsmen of the Mist, becoming their de-facto leader after decades of service; the longest tenure of any of the Seven Swordsmen in history. Deploying alongside his troops; Juzo Biwa, Kushimaru Kuriarare, Jinin Akebino, Jinpachi Munashi, and Raiga Kurosuki, on what was supposed to be a typical mission to intercept Team Choza, comprised of its absent leader and the still-growing Might Guy, Ebisu, and Genma Shiranui, the Seven Swordsmen were intercepted by Might Duy, who opened all Eight Gates and killed four of his comrades before expiring, with Fuguki only surviving from Samehada's regeneration.

Without a full troop to constitute the Seven Deadly Swordsmen of the Mist, his team disbanded, with each becoming the leader of a squad of shinobi. Disgraced by a single Leaf genin, Fuguki gradually became more craven and brutal, ordering his subordinate, Kisame Hoshigaki to kill his comrades should their information leak while leaking the same information to the highest bidder. When Kisame discovered the treachery, he struck down his team leader with a single slash.

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