Hebiichigo (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.

Hebiichigo[edit]

Medium humanoid (human), chaotic evil


Armor Class 16 (Natural Armor)
Hit Points 31 (7d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 13 (+1) 10 (+0)

Saving Throws Dex +6, Cha +3
Skills Acrobatics +6, Insight +4, Intimidation +3, Survival +4
Senses passive Perception 11
Languages Common
Challenge 7 (2,900 XP)


Chakra. Hebiichigo has 16 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Hebiichigo is targeted by an effect that allows her to make a Dexterity saving throw to take half damage on a success, she takes no damage on a success and half damage on a failure.

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

Silent Killing. Once per turn when Hebiichigo has advantage on any one weapon attack roll that uses Dexterity or Strength, she may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Hebiichigo by any means, creatures must attempt a DC 14 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. Hebiichigo can make 2 unarmed strike or Kabutowari attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Nuibari. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical piercing damage. Hebiichigo may deal an additional 11 (2d8 + 2) slashing damage to cause a sewn creature to no longer be sewn.

Nuibari Wire Creation (1+ Chakra). As a free action, Hebiichigo creates 5 feet of metal wire. She may create 5 additional feet of chakra for every 2 additional chakra points spent. Hebiichigo may have up to 50 feet of wire in this way.

Nuibari Sew (5 Feet of Metal Wire). One Large or smaller creature must attempt a DC 14 Strength saving throw. On a failure, they are "sewn". A sewn creature may retry this saving throw as an action, ending this effect on a success. While a creature is sewn, Hebiichigo may only be as many feet away from the creature as feet of wire remaining.

Nuibari Pull. All sewn creatures must attempt a DC 14 Dexterity saving throw. On a failure, they take 5 (1d8 + 1) magical slashing damage and are moved 15 feet toward one sewn creature of Hebiichigo's choice.

Senbon. Thrown Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hebiichigo may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit.

Wired Senbon (1 Chakra). As a bonus action immediately before making a senbon or Flying Revolving Sword attack, Hebiichigo's attack ignores half and two-thirds cover.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hebiichigo can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Hebiichigo becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that she is transformed. If the creature saw her performing the Jutsu, she automatically succeeds. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Basic Clone (3 Chakra). Any creature that can see Hebiichigo must attempt a DC 12 Intelligence saving throw. On a failure, attacks against her have disadvantage, and Hebiichigo has advantage on any saving throws the creature forces her 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. Hebiichigo must spend 1 chakra at the end of each of her turns to maintain this effect.

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

Flying Revolving Sword (2 Chakra). When Hebiichigo 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 19 or higher may stand on the blade as if it were normal terrain.

Longsword Ninja Art — Massacre Method Formation (5 Chakra, 10+ Feet of Wire). One creature Hebiichigo can touch must attempt a DC 14 Strength saving throw. On a failure, they take 7 (1d6 + 4) magical slashing damage, become restrained, and gain a tail of wire at least 5 feet long to hold on to. On a success, they take half as much damage. They may retry this saving throw as an action, ending its effect early on a success. This effect lasts until Hebiichigo drops the wire tail.

REACTIONS

Substitution (3+ Chakra). When Hebiichigo is hit by an attack and would take damage, she decreases the damage by 12 (1d10 + 7) 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. Hebiichigo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hebiichigo_Infobox.png
[Source].

A descended of one of the Hidden Mist Village's heroes during the time of the Bloody Mist, Hebiichigo despises the Fifth and especially the Sixth Mizukage's destruction and erasure of their country's brutal past. Joining Shizuma Hoshigaki long before his revolution, she was eventually gifted Nuibari when his gang broke into the Hidden Mist's weapons vault. Attacking the Hidden Mist Memorial Stone as their first target, they were stopped by Boruto, Sarada, and Chojuro. As Buntan, Kagura, and Shizuma took on the genin, with Ichirota being taken out by a new threat secretly, Hebiichigo, Kyoho, and Hassaku took on the Mizukage, who used only a mundane sword. Despite their equipment advantage, they were quickly defeated. In the aftermath, the New Seven Swordsmen were hauled off to prison for rehabilitation, rather than a life sentance.


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