Hiruko (5e Creature)

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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 (Human), lawful good

Armor Class 18 (19 while Surge is active) (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 45 ft. (90 ft. while Surge is active)

16 (+3) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Dexterity +8, Constitution +6
Skills Acrobatics +8, Perception +5, Insight +5, Persuasion +6
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)

Chakra. Hiruko has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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


Multiattack. Hiruko makes two unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage.

Inhaling Maw (3+ Chakra). One creature within 30 feet must succeed a DC 15 Intelligence saving throw. On a failure, they lose 5 (2d4) chakra points or take 7 (2d6) necrotic damage. You regain an half as many chakra points. You may increase the effect by 1 die or range by 10 feet for 3 chakra.

Shape Transformation Memorization (4 Chakra). As a reaction, Hiruko absorbs the shape of a jutsu he is targeted by that deals damage, reducing its damage by 3 (1d6). For 1 minute, he may cast the jutsu, changing its damage to bludgeoning. He may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.

Judgement (10 Chakra). Creatures within a 30 ft. line must make a DC 15 Intelligence saving throw. On a failure, they take (4d6 + 3) bludgeoning damage. On a success, they take half as much damage.

Nature Absorption (2 Chakra). As a reaction when he takes damage, Hiruko may reduce said damage by 3 (1d6). When he uses Judgement or the jutsu memorized by Shape Transformation Memorization, it deals the same damage type as the damage he used this jutsu on most recently. He may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.

Chimera Technique (20 Chakra). Hiruko touches a living creature, absorbing their ability into his body. He gains 3 features, spells, or jutsu of his choice that they have. If a feature relies on another, such as how each Path of Hatred relies on the previous one, he can not take it unless he has the feature it relies on. Stolen features last for 1 minute.

Swift Style: Surge (6 Chakra). Hiruko's speed doubles, and he gains an additional action and bonus action, +1 AC, and advantage on Dexterity saving throws. When doing anything that isn't a Swift Style jutsu using the action given by Surge, he must roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over him as soon as the Jutsu ends: he is unable to move or take any actions until the end of his next turn.

Swift Style: Shadowless Flight (3 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (2d4 + 3d6 + 4) magical bludgeoning damage. This jutsu requires Swift Style: Surge to be active.

Swift Style: Unseen Passage (2 Chakra). As a bonus action while Surge is active, Hiruko takes the Hide action with advantage. For the remainder of Surge's duration he remains Hidden even after attacking. He can replace his current stealth roll with another as an action still at advantage.

Swift Style: Crowd Control (6 Chakra). Each creature of Hiruko's choice in a 45 ft. cone must roll a DC 15 Constitution saving throw. On a failure, they are hit by Shadowless Flight regardless of their AC. On a success, they take half damage. This jutsu can only be used while Surge is active.

Swift Style: Superstorm (22 Chakra). Creatures of Hiruko's choice within 40 ft. of him have their movement speed halved and must roll a DC 15 Constitution saving throw at the start of each turn they spend inside this area for 1 minute (concentration). On a failure, they suffer a level of exhaustion. While this Jutsu is active, Hiruko can concentrate on both Surge and Swift Style: Superstorm and must roll the concentration saving throws independently of each other.

Hiruko unleashing his Judgement, Source [[1]].

Born into the Hidden Leaf Village, Hiruko was a close friend of the Sannin, and wished to fight alongside them. Despite this, he was born with no talent towards being a shinobi. To overcome this, he developed the Chimera Technique. With longterm, lethal usage, he obtained multiple kekkei genkai including Swift Style and Shade Style. After his human experimentation was discovered by the Third Hokage, he fled the authorities, officially becoming a rogue-nin, spreading rumors of an assassination at the hands of the Sannin at the order of Hiruzen. Unaging, but not unkillable, he only became more and more cynical, eventually wishing to plunge the world into a Fourth Shinobi World War.

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