Ibiki (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.

Ibiki Morino[edit]

Medium humanoid (Morino), lawful good


Armor Class 17 (Natural Armor)
Hit Points 88 (16d8 + 16)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 18 (+4) 11 (+0) 14 (+2)

Saving Throws Int +8, Cha +6
Skills Deception +6, Insight +4, Intimidation +6, Persuasion +6
Senses passive Perception 10
Languages Common
Challenge 12 (8,400 XP)


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

Discernment. When Ibiki is targeted by an area effect that lets him make an Intelligence or Wisdom 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. Ibiki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Morino Clan. Ibiki automatically detects Illusion spells and genjutsu. As a reaction when a creature he can see attempts a saving throw to resist becoming frightened, he may grant them disadvantage. He may use this feature once, regaining all uses at the end of a long rest.

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

Terrifying. While frightened of Ibiki 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.

ACTIONS

Multiattack. Ibiki can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Ibiki may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Killing Intent. Any creatures of Ibiki's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Ibiki may do this once, regaining all uses at the end of a long rest. Ibiki may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw

Ephemeral (2 Chakra). When Ibiki casts a jutsu labled genjutsu, its range is decreased to touch, it can only target 1 creature, and requires concentration if it did not already, but the target has disadvantage on any saving throws the genjutsu incurs.

Mental Resistance (12 Chakra). For 1 hour, when a creature casts a genjutsu on one creature Ibiki can touch, this jutsu ends and they must attempt a DC 16 Charisma saving throw as horrifying images flood their mind. On a failure, the genjutsu fails and they are frightened of the target for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Genjutsu: Phantom Sound Chains (12 Chakra). One creature within 50 feet must make a DC 16 Intelligence saving throw. On a failure, they are paralyzed for 1 minute (concentration). At the end of each of their turns, the target can repeat the saving throw.

Genjutsu: Psycho Mind Transmission (20 Chakra). Ibiki states what information he is searching for within the mind of one creature he is touching and makes an Intelligence saving throw. The DC for this saving throw is equal to the target's passive Insight. On a success, Ibiki sees the memory of the target that is closest to the sought information. The relevancy of the memory found decreases by an amount relative to how much he failed by. If he fails by 10, he sees a completely mundane, unrelated memory.

Genjutsu: Coercion Genjutsu (7 Chakra). One creature within 50 ft. must make a DC 16 Charisma saving throw. On a failure, they are frightened for 1 minute (concentration) and are knocked prone. As an action, the target can repeat the saving throw.

Genjutsu: False Surroundings (3+ Chakra). Ibiki creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube in a spot that he can see within 30 ft. that lasts for 1 minute (concentration). It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. Ibiki can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). Ibiki may change this illusion at will and move it as an action while it is within range. If a creature touches the illusion or succeeds a DC 16 Investigation check, it is revealed to be false and they may choose to not experience it at will. Ibiki may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent, and he may remove the need to concentrate on this jutsu for 12 additional chakra independent from this.


Ibiki_Blazing.png
[Source]

Leader of the Hidden Leaf Village's Torture and Interrogation Force, Ibiki Morino has jonin-level prowess in using genjutsu to milk information out of captured shinobi, if not higher, though his lacking capabilities beyond this restrict him to the rank of special jonin. In his time, he has proctored the first round of the Chunin Exams, searched through the Animal Path's memories for any clues that could lead to Pain, and even led his own team of genin after the Fourth Shinobi World War.


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