Hinoko (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Hinoko[edit]

Medium humanoid (human), lawful good


Armor Class 16 (Natural Armor)
Hit Points 84 (13d8 + 26)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Dex +6, Int +9
Skills Acrobatics +6, Insight +6, Investigation +9, Perception +6, Sleight of Hand +6, Stealth +6
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


Chakra. Hinoko has 33 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Hinoko is targeted by an area effect that lets her make a Dexterity 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. Hinoko can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Hinoko makes 3 unarmed strike, tachi, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 1) magical bludgeoning damage.

Tachi. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Hinoko may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hinoko can move across liquid surfaces as if they were solid for 10 minutes. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Hinoko 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 17 Investigation check realize that she is transformed. If the creature saw her performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Hinoko's movement speed doubles and her movement does not provoke attacks of opportunity until the beginning of her next turn.

Rope Escape (6 Chakra). When Hinoko attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, she automatically rolls a 20.

Transparent Escape (6 Chakra). Hinoko becomes invisible until the end of her next turn.

Body Elimination (5 Chakra). One creature Hinoko can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Piercing Needle (1-10 Chakra). One creature within 30 feet takes 4 piercing damage, and 1 piercing damage that can not be reduced in any way. Hinoko may spend 1 additional chakra to deal 1 piercing damage that can not be reduced in any way to the same or a different creature within range.

Revitalizing Needle (1 Chakra). As a bonus action when Hinoko casts Piercing Needle, the targets regain hit points equal to the damage they would have taken or 1 chakra point, their choice.

Paralyzing Needle (15 Chakra). As a bonus action when Hinoko casts Piercing Needle, the targets become paralyzed until the end of their next turn.

Deadly Piercing Needle (30 Chakra). As a bonus action when Hinoko casts Piercing Needle, the targets must attempt a DC 17 Constitution saving throw at the end of each of their turns. On a success, they gain 1 successful death saving throw. On a failure, they gain 1 failed death saving throw. This effect ends if they succeed or fail 3 death saving throws, or until they regain at least 1 hit point or normal chakra point.

REACTIONS

Substitution (3+ Chakra). When the genin 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. The genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hinoko.png
[Source].

Even before she became a kunoichi, Hinoko was scouted by the Leaf Village's Anbu as an academy student for her development of her own signature technique: Piercing Needle. As Anbu, she typically operated under the codename Soku. When Kakashi organized a squad to track down Sai and assassinate Gengo, Hinoko and Ro were put under the command of Shikamaru. During the mission, Hinoko was captured by Gengo's cult, tortured, and nearly put under Gengo's genjutsu, though Temari and her squad arrived just in time to keep the ceremony from completing. After fighting off his cultists, she paralyzed his tongue, keeping him from putting anyone under his genjutsu.

Years later, when Shikamaru was advisor to the Seventh Hokage, Hinoko and Ro were ordered to infiltrate the Hidden Stone Village under suspicion of the Fourth Tsuchikage's recent aggressive actions. There, they discovered that the Land of Earth's daimyo wished to invade the Land of Flowers, an act of war forbidden by the Shinobi Union. By acting aggressively, Kurotsuchi had wished to sew distrust between the Stone Village and the other hidden villages, thus giving them an excuse to leave the union and fulfill her orders. The intel gathered by Hinoko and Ro was monumental in preventing the war, and arguably prevented the total dissolution of the Union.


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