Guren (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.


Medium humanoid (Guren), lawful neutral

Armor Class 19 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 70 ft.

12 (+1) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Dex +9, Int +9
Skills Acrobatics +9, Athletics +6, Deception +5, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)

Chakra. Guren has 34 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Guren has 8 specialized chakra points which he can expend on jutsu labeled Storm Style. All chakra points are regained at the end of a long rest.

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


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

Unarmed Strike. Melee Weapon 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. Guren may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Guren's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Guren's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of her next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage. Guren may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is restrained until Guren is not within 5 feet or the beginning of her next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Guren using this jutsu.

Crystal Wheel (3 Chakra). Until the beginning of Guren's next turn, she gains a +30 foot bonus to her movement speed, opportunity attacks against her have disadvantage, she can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if she occupies the same space as another creature, they take 8 (1d6 + 5) magical slashing damage. Guren may spend 1 chakra at the beginning of each of her turns to maintain these effects.

Gods' Crossing (2+ Chakra). Ranged Spell Attack: +11 to hit, range 15 ft. line. Hit: 14 (2d8 + 5) magical slashing or piercing damage. This only effects creatures in every other 5 foot area of this jutsu’s range. Guren may spend 2 additional chakra to increase this jutsu’s range by 10 feet.

Crimson Fruit (5 Chakra). Guren creates a 15 ft. radius dome of crystals anywhere within 60 ft. of her that lasts for 1 minute or until it is reduced to 0 hit points. Each wall has 20 AC and 25 hit points.

Jade Crystal Mirrors (10+ Chakra). As a bonus action Guren erects a 5-foot cube wall of crystal. It has 15 AC and 35 hit points. Creatures within 10 feet of it must succeed a DC 19 Wisdom saving throw. On a failure, they have disadvantage on attack rolls and Guren has advantage on attack rolls against them. Guren may increase this jutsu's AC by 1 and hit points by 2 for every 2 additional chakra points spent. Guren may move the wall up to 60 feet away from her as a bonus action.

Giant Hexagonal Shuriken (3 Chakra). When Guren makes a kunai attack, its range becomes a line with a width of 15 feet.

String of Glory (20 Chakra). Guren's movement speed becomes 0, and she gains a flying speed of 5 feet, 35 temporary hit points, and a +3 bonus to her AC for 1 minute. As a ranged spell attack, you may fire a beam from the tip of the pyramid as a ranged spell attack with a +9 bonus and a range of 30 feet. On a hit, it deals 20 (4d6 + 5) force damage.

Tearing Crystal Falling Dragon (25 Chakra). Guren forms a dragon from crystal within 60 ft. for 1 minute (concentration). She can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to lightning damage, having a 60 ft. flying speed, not being able to leave a 60 ft. radius of Guren, and having 90 hit points and 18 AC, it has the same statistics as her. It acts on her initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 9 (1d8 + 5) magical piercing damage
    • Claw deals 8 (1d6 + 5) magical slashing damage
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack with a +11 bonus. The target is pushed 40 ft. away and takes 24 (4d8 + 5) magical bludgeoning damage on a successful hit.

Crystal Lance (5 Chakra). Melee Spell Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (4d4 + 4) magical piercing damage.

Growing Crystal Thorns (5-20 Chakra). Guren covers a 10 ft. cone in crystals for 1 minute (concentration). At the end of each of her turns that she concentrates on this jutsu, its range increases by +10 feet. Every creature that moves in or ends their turn in this area must attempt a DC 19 Dexterity saving throw, taking 19 (3d8 + 5) magical piercing damage on a failure, or half as much damage on a success. The area of this jutsu counts as difficult terrain while she is concentrating on this jutsu. For every 5 additional chakra spent, this jutsu's base range and end-of-turn range increase increases by +5 ft.

Jade Crystal Hexagonal Pillars (20 Chakra). Guren creates a crystal pillar in one place within 30 feet that lasts for 1 minute (concentration). Any jutsu cast within a 10 ft. radius of this pillar has their cost reduced by 5 chakra to a minimum of 1.

Encampment Crystal Wall (20 Chakra). Guren creates a create a 20 ft. long, 5 ft. wide, 40 ft. high line of crystals anywhere within 20 feet. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 5 (2d4) slashing damage to the creatures on either side of the wall, as well as the amount of damage remaining that the wall would have taken to creatures on the side of the wall opposite to the side the jutsu was cast. The wall regains 20 hit points at the end of each of your turns.


Substitution (3+ Chakra). When Guren is hit by an attack and would take damage, she decreases the damage by 21 (1d10 + 16) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Guren can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.


Born in a small village, Guren was shunned for her Crystal Style kekkei genkai, which many viewed tempting war with other nations. When Orochimaru destroyed said village, Guren was left as the only survivor, with Orochimaru taking interest in her rare abilities, recruiting her into the Hidden Sound Village. Ruthless, obsessive, sadistic, and vain, Guren was the perfect as one of Orochimaru's subordinates. Due to this, she often caused friction with other subordinates she deemed even the smallest amount disloyal, particularly Orochimaru's second in command Kabuto Yakushi. Loyal, powerful, healthy, and bearing a kekkei genkai, she was chosen as a potential host for Orochimaru around the same time as Sasuke, though his fight with Hiruzen hastened how quickly he would need a new host, leading him to choose Genyumaru instead. With Sasuke now in the Sound, the chances of Guren being chosen any time in the near future plummeted. With that loss of purpose, she isolated herself with one of the Land of Sound's numerous mountain caves.

Years later, Kabuto was sent to retrieve her to construct a team to capture the Three-Tails. Attacking him at first, she agreed when he claimed that proving herself could shift Sasuke later on the list, allowing her to become Orochimaru's next host. Returning with him, she ordered the hideout's prisoners to kill each other, killing the first sixteen that refused herself, until only five remained: Rinji, Gozu, Kigiri, Kiho, and Nurari. Taking her team, Kabuto, and Yukimaru, the crux of the plan, to a forest on the edge of the Land of Hot Water, Guren gradually came to care for Yukimaru as a younger brother, with both having lived most of their lives alone. En route to their destination, Team Guren was attacked by the Hidden Leaf Village's Team 8 and Kakashi. Setting numerous traps while her team caught up, she captured Hinata in order to stall their pursuers, though the arrival of Team 7 ultimately caused the plan to fail. Retreating her team to their hideout, Kabuto pieced together an accelerated plan, giving Yukimaru a large amount of military pills to awaken the Three-Tails. Losing control of the beast, Guren attempted to restrain it while protecting Yukimaru, using the last of her chakra to barely weaken it enough for it to retreat. Awakening to being nursed back to health by the boy, who himself seemed sick from the chakra pills, Guren jumped back into action when she sensed Naruto approaching. After a short battle, Yukimaru stopped the fight, allowing Naruto to call Guren's loyalty to Orochimaru into question, making her question it herself. After many more fights with the Leaf shinobi and the Three-Tails, the deaths of most of her team, and realizing and being forgiven for killing Yukimaru's mother on one of Orochimaru's mission, Naruto's words finally won in her mind, defecting with Yukimaru and Gozu.

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