Funamushi (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.

Funamushi[edit]

Medium humanoid (Funato), lawful evil


Armor Class 22 (Natural Armor)
Hit Points 94 (21d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 20 (+5) 8 (-1) 14 (+2)

Saving Throws Dex +12, Cha +9
Skills Acrobatics +12, Arcana +12, Intimidation +9, Perception +6, Stealth +12
Senses passive Perception 16
Languages Common
Challenge 21 (33,000 XP)


Chakra. Funamushi has 47 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Funamushi has 11 specialized chakra points which he can expend on jutsu labeled Water Style. All chakra points are regained at the end of a long rest.

Power of the Sea Dragon. Funamushi can move through water in any direction without any penalties using his movement speed, and may breath water as if it were air. Additionally, Funamushi has resistance to damage from Water Style jutsu and damage from sources made of water.

Evasion/Endurance. When Funamushi is targeted by an area effect that lets him make a Dexterity or Constitution saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

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

Afterglow. Once per turn when Funamushi 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 14 (4d6) damage.

Terrifying. While frightened of Funamushi by any means, creatures must attempt a DC 20 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.

ACTIONS

Multiattack. Funamushi makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (5d4 + 5) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) slashing damage. Funamushi may make 1 additional attack for every additional chakra point spent, with each additional kunai dealing 3 (1d4 + 1) slashing damage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Funamushi makes two unarmed strikes

Leaf Gust (8 Chakra). Funamushi makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Funamushi's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Funamushi 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 Funamushi casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Summoning Jutsu (2 Chakra). Funamushi summons a swarm of leeches within 5 feet of him for 1 minute.

Water Style: Water Gun (1 Chakra). Ranged Spell Attack: +13 to hit, range 20 ft., one target. Hit: 10 (1d8 + 6) magical piercing damage.

Water Style: Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 21 Dexterity saving throw. On a failure, they take 10 (1d8 + 6) magical piercing damage. On a success, they take half as much damage.

Water Style: Water Spikes (7 Chakra). One creature within 15 ft. must succeed a DC 21 Dexterity saving throw or take 17 (3d6 + 6) magical piercing or cold damage. If Funamushi and the target can touch the same water source, including he, you may extend this jutsu's range to 90 feet.

Water Style: Azure Dragon Palm (4-8 Chakra). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) magical slashing damage. Funamushi may dash up to 25 feet before making this attack. Whether or not it hits, the targeted creature must make a DC 21 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 4 additional chakra, Funamushi may make an unarmed strike with advantage immediately after this attack.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Funamushi. Funamushi may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Funamushi's turns for 1 minute (concentration). Funamushi must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Funamushi moves more than 5 feet after maintaining this jutsu, he loses concentration.

Water Style: Pillar Encirclement (4 Chakra). While Water Formation Wall is active, it gains this jutsu's effects untilWater Style: it ends, or Funamushi ends these effects at will. When a creature would be moved by Water Formation Wall, they may attempt a DC 21 Strength or Dexterity saving throw, not being moved on a success. Any creatures within range of Water Formation Wall have half cover.

Water Style: Furious Roaring Tornado (4 Chakra). While Water Formation Wall is active, it gains this jutsu's effects until it ends, or Funamushi ends these effects at will. When a creature is moved by Water Formation Wall, they take 8 (1d4 + 6) magical slashing damage.

Water Style: Raging Jellyfish (30 Chakra). For 1 minute (concentration), Funamushi becomes Large, his reach increases by 5 feet (10 feet total), and his unarmed strikes target every creature within 5 feet of him in addition to his target.

Blood Conversion. Funamushi makes a single unarmed strike against a creature that is not a construct, undead, ooze, or elemental within 5 feet. If this attack reduces a creature to 0 hit points, Funamushi regains a number of specialized chakra points equal to their proficiency bonus.

Water Style Aura. As a bonus action, Funamushi begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) magical piercing damage. Any attacks made against Funamushi by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage.

Calm Sea. As a bonus action, any difficult terrain within 30 ft. of Funamushi made of water of her choice becomes normal terrain and ends any effects on it that would be ended by a strong wind.

Killing Intent. Any creatures of Funamushi's choice that can see or hear him must succeed a DC 20 Charisma saving throw or become frightened of him for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Funamushi may do this never, regaining all uses at the end of a long rest. Funamushi may use this feature twice, regaining all uses at the end of a long rest.

REACTIONS

Substitution (3+ Chakra). When Funamushi is hit by an attack and would take damage, he decreases the damage by 26 (1d10 + 21) 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 she takes any remaining damage from that attack. Funamushi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Water Style: Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Funamushi. Funamushi may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Funamushi's turns for 1 minute (concentration). Funamushi must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Funamushi moves more than 5 feet after maintaining this jutsu, he loses concentration.

Funamushi.png
[Source].

Funamushi is the strongest footsoldier the Funato clan has to offer, outclassing even his own captain. During the Great Sea Battle of the Mist Village, Funamushi and the rest of the Seiren Unit assaulted an island known to be the home of many who deserted the clan after Araumi's capture, using his leeches to distract Kagura. However, Kagura was able to defeat him, if very temporarily, allowing for Boruto to defeat Seiren, forcing him to return with Ikada and a fragment of the rest of their forces. With the vast majority of the war being at sea, Funamushi moved his unit inland, maneuvering through mountains in secrecy before engaging a Mist base from behind. Singling out Kagura, Funamushi was able to outlast him, stabbing him through the chest in revenge for Seiren. Enraged, Boruto activated his Karma and hit Funamushi with a Rasengan, knocking him out, though his men were able to pull him out of the fight. Despite Gokai's advice and Araumi's orders to retreat, he returned to the village, killing Hebiichigo over a long fight with Boruto's unit before Buntan killed him in revenge for her leader.



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