Ichikishimahime (Shinobi World Supplement)
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Huge beast (Snake), lawful neutral
Armor Class 17 (Natural Armor)
Saving Throws Str +7, Dex +7
Chakra. Ichikishimahime has 35 chakra points which she can expend. All chakra points are regained at the end of a long rest.
Discernment. When Ichikishimahime is targeted by an area effect that lets her make an Intelligence or Wisdom 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. Ichikishimahime can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Serpent. Ichikishimahime counts as one size smaller for the sake of squeezing. When Ichikishimahime grapples a creature, they become restrained. Additionally, Ichikishimahime may attempt a grappling contest against a creature within his reach as a reaction when they make an attack.
Multiattack. Ichikishimahime can make 3 unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 19 (4d4 + 5) magical bludgeoning damage.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Ichikishimahime 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.
Rope Escape (6 Chakra). When Ichikishimahime attempts a d20 roll to attempt to remove an object from her person, including escaping the restrained condition from a physical restraint, she automatically rolls a 20.
Basic Clone (3 Chakra). Any creature that can see Ichikishimahime must attempt a DC 19 Intelligence saving throw. On a failure, attacks against Ichikishimahime have disadvantage, and Ichikishimahime 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. Ichikishimahime must spend 1 chakra at the end of each of her turns to maintain this effect.
Transformation (1+ Chakra). Ichikishimahime 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 19 Investigation check realize that she is transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds. Ichikishimahime may spend 2 additional chakra to take on a humanoid appearance of her choice that she may change at will that is any size between and including Medium and Huge.
Body Flicker (3 Chakra). Ichikishimahime's movement speed doubles, and her movement does not provoke attacks of opportunity.
Empty Cicada Shell (3+ Chakra). As a bonus action, any sound Ichikishimahime speaks comes from one location of her choice within 30 ft. for 1 minute. She may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. Ichikishimahime may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.
Transparent Escape (6 Chakra). Ichikishimahime becomes invisible until the end of their next turn.
Body Elimination (5 Chakra). One creature Ichikishimahime can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.
Gathering of the Snakes (5 Chakra). When Ichikishimahime loses a body part but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), he reattaches it. This does not restore hit points or heal the body part, only functionality.
Chakra Absorbing Snakes (8 Chakra). One creature within 30 ft. must attempt a DC 19 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 19 Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and Ichikishimahime regains an equal number of chakra points or increase the DC of the next saving throw of this kind they must make by an equal number.
Twin Snakes Mutual Death (20 Chakra). One creature within 30 ft. must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, Ichikishimahime dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 19 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.
Many Hidden Shadow Snake Hands (4 Chakra). One creature Ichikishimahime is grappling must attempt a DC 19 Strength saving throw. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.
Snake False Levitation (5 Chakra). Ichikishimahime gains a flying speed equal to her movement speed, but she may only be up to 30 feet from any object capable of carrying her weight.
Dragons Horde of Glittering Anguish (10 Chakra). One creature within 60 ft. is surrounded by the illusion of a 15 ft. radius dome of cave walls. Only the target can see it, and they can not willingly move through the illusion. One 5 ft. cubic wall is covered in various sized holes, and the floor is covered in illusory gemstones of various shapes and colors. They may attempt a DC 19 Dexterity or Wisdom saving throw as an action to arrange the gemstones in the correct hole, and each consecutive saving throw can be rerolled until the result is higher than the previous action's saving throw. Once they succeed, only one hole remains, to which there is no gemstone of the proper size. They may attempt a Intelligence saving throw as an action to create a proper stone. Once all holes are filled with gemstones, this jutsu ends.
The most playful of the White Snake Sage of Ryūchi Cave's three handmaidens, Ichikishimahime prefers to eat the chakra of those despairing and on the verge of death, a fact she makes no effort to hide. She uses her genjutsu to directly test the mind of those who would seek out the sage's power rather than slowly chipping away at their will in order to feast on as much anguish as possible. When a team of Leaf genin passed Tagorihime's trial, Ichikishimahime separated the group into individuals in order to focus on the one whose chakra she found most enticing; Boruto. Taunting him throughout his frustration, she found his determination hard to stomach, but found his lack of desire for her sage's power far more interesting than any who had crossed her path before. After Boruto broke her genjutsu by breaking a long gemstone into multiple pieces to fill the last hole, Ichikishimahime noted that he was far too difficult to eat, and freed his friends along with him.
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