Indra (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.

Indra Ōtsutsuki[edit]

Medium humanoid (Human), lawful evil

Armor Class 15 (Natural Armor)
Hit Points 71 (13d8 + 13)
Speed 40 ft.

13 (+1) 20 (+5) 12 (+1) 20 (+5) 12 (+1) 10 (+0)

Saving Throws Dexterity +11, Charisma +6
Skills Acrobatics +11, Perception +7
Senses passive Perception 17, Truesight 100 ft.
Languages Common
Challenge 17 (18,000 XP)

Chakra. Indra has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Chakra Sense. Indra can sense chakra and magical effects within 120 feet of him.

Foresight. Indra has advantage on Dexterity and Wisdom saving throws.


Multiattack. Indra can make 2 unarmed or Susanoo strikes or 8 Black Receiver attacks or 4 Demonic Statue Chain attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical bludgeoning damage.

Genjutsu (5-12 Chakra). One creature within 40 feet that is not blind must succeed a DC 19 Wisdom saving throw. On a failure, they are effected by one of the following:

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

Hinokagutsuchi (8 Chakra). One creature within 60 feet must succeed a DC 19 Dexterity saving throw or take 11 (2d10 + 5) fire damage. At the beginning of each of their turns for 1 minute or until Indra uses this again, the target takes 10 (1d10 + 5) fire damage.

Entenka (8 Chakra). Indra gains +3 AC and when a creature makes a melee attack against him, they take 10 (1d10 + 5) fire damage for 1 minute (concentration).

Flame Control (14 Chakra). All creatures in a 15 foot cone must attempt a DC 19 Dexterity saving throw. On a failure, they take 40 (6d10 + 5) fire damage. On a success, they take half as much damage.

Great Dragon Fire (26 Chakra). All creatures in a 10 ft. x 20 ft. line must attempt a DC 19 Dexterity saving throw. On a failure, they take 52 (8d10 + 5) fire damage. On a success, they take half as much damage. If Indra maintains concentration for up to 1 minute, he can use his action to extend the line by 30 ft. in any direction.

Susanoo (3 Chakra). Indra cloaks himself in an armor-like chakra structure. His size becomes Huge, he gains +5 AC, and he gains the Susanoo Strike, Susanoo Crush, Susanoo Slice, and Yasaka Magatama actions. He must spend 3 chakra at the beginning of each of his turns to maintain this effect.

Susanoo Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) magical bludgeoning damage. On a successful hit, Indra can attempt to grapple a creature with advantage.

Susanoo Crush. A creature that Indra is grappling must succeed a DC 19 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.

Susanoo Slice. Ranged Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 25 (3d12 + 5) magical piercing + 4 (1d8) fire damage.

Yasaka Magatama (15 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., three targets. Hit: 15 (3d8 + 5) force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance.


Honoikazuchi (12 Chakra). All creatures within 15 feet of Indra must succeed a DC 19 Dexterity saving. On a failure, they take 24 (4d8 + 5) fire damage. On a success, they take half as much.

Indra with his Sharingan, Source [[1]].

The older son of Hagoromo Ōtsutsuki and brother of Asura, Indra inherited his father's genius in controlling chakra and his visual prowess, specifically the Sharingan, but was manipulated by Black Zetsu into only seeking greater power, ultimately transforming his father's ninshu into the modern ninjutsu. When his father declared that he would be sending his sons away on a test to see who would inherit the title of head of the Ōtsutsuki, he was confident in his ability to win. In parallel to his brother's journey, he went from needy location to needy location, using his immense skill to solve their individual problems before moving on. Upon returning home after a few days, he awaited his brother's return, upon which it was revealed that while he had created a theoretical utopia, he had not improved their communities or individuals, resulting in greedy villages that ultimately destroyed themselves. Revolted at the declaration that he would not become successor, he challenged his brother to succession by combat, in turn beginning a feud that would result in their continual reincarnation, in Indra's case Madara Uchiha and Sasuke Uchiha.

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