Gamamichi (Shinobi World Supplement)

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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.
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Small beast (Toad), lawful neutral

Armor Class 16 (Natural Armor)
Hit Points 45 (6d8 + 18)
Speed 45 ft., swim 45 ft.

12 (+1) 16 (+3) 16 (+3) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Dex +6, Cha +3
Skills Acrobatics +6, Arcana +6, Insight +4, Perception +4, Persuasion +3, Survival +4
Senses passive Perception 14
Languages Common
Challenge 6 (2,300 XP)

Chakra. Gamamichi has 27 senjutsu chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Gamamichi can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Natural Sage Mode. Gamamichi's unarmed strikes deal an additional 5 (1d10) damage (included in attack), and he gains a +1 bonus to AC (included in AC).

Nature Chakra Sense. Gamamichi may take the search action as a bonus action. When Gamamichi takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see 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. Gamamichi can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage.

Body Flicker (3 Chakra). Gamamichi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Sage Art: Goemon (10 Senjutsu Chakra). A 60 foot line is covered in one of the following:

  • Oil: until the end of Gamamichi's next turn, the next source of fire damage to enter the targeted area has its range doubled and targets this jutsu's range as well.
  • Wind: until the end of Gamamichi's next turn, the next source of fire damage to enter the targeted area has its damage doubled and target's this jutsu's range as well.
  • Fire: all creatures within this line must make a DC 14 Dexterity saving throw. On a failure, they take 12 (2d8 + 3) fire damage. On a success, they take half as much damage.

Starch Syrup Gun (8 Chakra). Ranged Spell Attack: +6 to hit, range 30/60 ft., one target. Hit: the target is restrained for 1 minute. They or one creature touching them may attempt a DC 14 Strength saving throw as an action, ending this effect early on a success.

Fighting Tongue Bind (8 Chakra). Gamamichi's unarmed strike reach is increased by 15 ft., he may sense any invisible creatures within this reach so long as they produce a smell, and he can not breath until this jutsu ends. This jutsu ends if he becomes unconscious or ends this as a bonus action.

Fighting Tongue Slash (4 Chakra). Gamamichi's unarmed strike reach is doubled until the end of his turn, and he makes a single unarmed strike. Fighting Tongue Bind ends when this jutsu does.


A young toad of the New Era, Gamamichi hails from Mount Myoboku, but travels the world as an instructor to genin, socializing the young with sage creatures and imparting wisdom once almost unknown to humanity. Despite being so young, at least compared to the likes of Fukusaku or Gamamaru, he enjoys his job, and his small size greatly assists navigating the human world, especially when compared to greater toads.

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