Gozu, Timeskip (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.

Gozu, Timeskip[edit]

Medium humanoid (Human), neutral evil


Armor Class 19 (natural armor)
Hit Points 71 (13d8 + 13)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Str +5, Dex +9
Skills Acrobatics +9, Investigation +8, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


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

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

Afterglow. Once per turn when Gozu 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 Gozu by any means, creatures must attempt a DC 16 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. Gozu 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.

ACTIONS

Multiattack. Gozu can make 3 unarmed strike, weighted chain, two-handed weighted chain, clawed gauntlet, or shuriken attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Weighted Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Gozu 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.

Chained Clawed Gauntlet. Ranged Weapon Attack: +9 to hit, range 45/75 ft., one target. Hit: 10 (1d4 + 8) slashing damage. Gozu may make 1 additional attack for every additional chakra point spent. Gozu may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional clawed gauntlet attack deals 3 (1d4 + 1) slashing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Gozu 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 Gozu 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 Gozu must attempt a DC 16 Intelligence saving throw. On a failure, attacks against Gozu have disadvantage, and Gozu 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). Gozu 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 16 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). Gozu's movement speed doubles, and their movement does not provoke attacks of opportunity.

Explosive Seal (1+ Chakra). Gozu creates an explosive seal on one surface they can touch.

Water Gun (1 Chakra). Ranged Spell Attack: +9 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, Gozu 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 Gozu 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 17 Constitution saving throw. On a failure, they are poisoned for 1 minute. While poisoned in this way, they take 2 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. Gozu may increase this jutsu's duration by 1 minute for every 2 additional chakra points spent.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Gozu is proficient with against a restrained creature, he deals maximum 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: 13 (3d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Gozu. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Gozu is proficient with.

Flying Revolving Sword (2 Chakra). When Gozu makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 18 or higher may stand on the blade as if it were normal terrain.

Killing Intent. Any creatures of Gozu's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Gozu may do this once, regaining all uses at the end of a long rest.

REACTIONS

Substitution (3+ Chakra). When Gozu is hit by an attack and would take damage, they decrease the damage by 18 (1d10 + 13) 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. Gozu can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Gozu_Blazing.png
[Source].

Following their defeat at the hands of mere genin, the once-legendary Demon Brothers were transferred to a Mist Village prison by their Leaf Village captors. Slated for execution for their role in the attempted revolution against the Fourth Mizukage, the brothers barely escaped with his life, commandeering a small ship in the Land of Haze with a number of other escapees and sailing east, hoping to escape their old lives. After weeks of storms, tossing seas, and massive aquatic beasts, they finally discovered new land, but it was not the unsettled paradise island they had hoped. Instead, this Land Across the Sea bore massive architecture, warriors in large suits of armor, and hostility. In their first landing attempt, nearly half of the crew that had made the voyage were killed, including Gozu's brother Meizu. Picking up his claw, wielding them both with a power ill-fitting a chunin, he led a second landing effort, only to be put down by a crushing force. Surviving through stubbornness, thankful that the enemy had left survivors to bleed out on their own, he mended his wounds within his ship and sailed back to the shinobi world he knew alone; even execution would be more comforting than this land. Landing in the Land of Silence, Gozu settled down as one of its many rogue nin, active or otherwise, frequenting bars and feeding himself with money either stolen or payed for by his tall tales of the "Land Beyond the Sea"; stories that would eventually make their way to the Sixth Mizukage. While the stories themselves seemed unbelievable at best, the charts and artifacts his ANBU gathered from the wreckage of his ship, which he technically called his home, didn't lie.



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